/******************************************************************************************* * * raylib [shaders] example - basic lighting * * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3). * * Example originally created with raylib 3.0, last time updated with raylib 4.2 * * Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2019-2023 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ const GLSL_VERSION = "330" // Initialization //-------------------------------------------------------------------------------------- const screenWidth = 800; const screenHeight = 450; setConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) initWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting"); // Define the camera to look into our 3d world const position = new Vector3(2.0,4.0,6.0); // Camera position const target = new Vector3(0.0,0.5,0.0); // Camera looking at point const up = new Vector3(0.0,1.0,0.0); // Camera up vector (rotation towards target) const fovy = 45.0; // Camera field-of-view Y const projection = CAMERA_PERSPECTIVE; // Camera projection type const camera = new Camera3D(position,target,up,fovy,projection) // Load plane model from a generated mesh const model = loadModelFromMesh(genMeshPlane(100.0, 100.0, 3, 3)); //const cube = loadModelFromMesh(genMeshCube(2.0, 4.0, 2.0)); const cube = loadModel("resources/models/icosphere.glb") const g1 = genImageGradientLinear(128, 1, 90, YELLOW, DARKBLUE) const g2 = genImageGradientLinear(128, 1, 90, DARKBLUE, PURPLE) const image= genImageColor(256,1,WHITE) const src = new Rectangle(0,0,128,1) imageDraw(image,g1,src,src,WHITE) imageDraw(image,g2,src,new Rectangle(128,0,128,1),WHITE) const texture = loadTextureFromImage(image) unloadImage(image) unloadImage(g1) unloadImage(g2) // Load basic lighting shader const shader = loadShader(`resources/shaders/glsl${GLSL_VERSION}/lighting.vs`, `resources/shaders/glsl${GLSL_VERSION}/lighting2.fs`); // Get some required shader locations const viewLoc = getShaderLocation(shader, "viewPos") // NOTE: "matModel" location name is automatically assigned on shader loading, // no need to get the location again if using that uniform name //shader.locs[SHADER_LOC_MATRIX_MODEL] = getShaderLocation(shader, "matModel"); // Ambient light level (some basic lighting) const ambientLoc = getShaderLocation(shader, "ambient"); setShaderValue(shader, ambientLoc, new Vector4(0.1, 0.1, 0.1, 1.0), SHADER_UNIFORM_VEC4); // Assign out lighting shader to model const matModel = loadMaterialDefault() matModel.shader = shader setModelMaterial(model, 0, matModel) setMaterialTexture(matModel, MATERIAL_MAP_DIFFUSE, texture) const matCube = loadMaterialDefault() matCube.shader = shader setMaterialTexture(matCube, MATERIAL_MAP_DIFFUSE, texture) setModelMaterial(cube, 0, matCube) // Create lights const light = createLight(LIGHT_POINT, new Vector3(-2,1,-2), vector3Zero(), WHITE, shader) light.attenuation *= 2 setTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!windowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- updateCamera(camera, CAMERA_ORBITAL); // Update the shader with the camera view vector (points towards { 0.0, 0.0, 0.0 }) const cameraPos = new Vector3(camera.position.x, camera.position.y, camera.position.z); setShaderValue(shader, viewLoc, cameraPos, SHADER_UNIFORM_VEC3); // Check key inputs to enable/disable lights if (isKeyPressed(KEY_Y)) { light.enabled = !light.enabled; } // Update light values (actually, only enable/disable them) updateLightValues(shader, light); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- beginDrawing(); clearBackground(RAYWHITE); beginMode3D(camera); drawModel(model, vector3Zero(), 1.0, WHITE); drawModel(cube, new Vector3(0,1,0), 1.0, WHITE); if (light.enabled) drawSphereEx(light.position, 0.2, 8, 8, light.color); else drawSphereWires(light.position, 0.2, 8, 8, colorAlpha(light.color, 0.3)); drawGrid(10, 1.0); endMode3D(); drawFPS(10, 10); drawText("Use keys [Y] to toggle lights", 10, 40, 20, DARKGRAY); drawTexturePro(texture, new Rectangle(0,0,256,1), new Rectangle(0,0,screenWidth, 32), vector2Zero(), 0, WHITE) endDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- unloadModel(floor); // Unload the model unloadModel(cube); // Unload the model unloadShader(shader); // Unload shader closeWindow(); // Close window and OpenGL context //--------------------------------------------------------------------------------------