mirror of https://github.com/mode777/rayjs.git
139 lines
5.7 KiB
JavaScript
139 lines
5.7 KiB
JavaScript
/*******************************************************************************************
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*
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* raylib [shaders] example - basic lighting
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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*
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* Example originally created with raylib 3.0, last time updated with raylib 4.2
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*
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* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2023 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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const GLSL_VERSION = "330"
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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setConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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initWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
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// Define the camera to look into our 3d world
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const position = new Vector3(2.0,4.0,6.0); // Camera position
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const target = new Vector3(0.0,0.5,0.0); // Camera looking at point
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const up = new Vector3(0.0,1.0,0.0); // Camera up vector (rotation towards target)
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const fovy = 45.0; // Camera field-of-view Y
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const projection = CAMERA_PERSPECTIVE; // Camera projection type
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const camera = new Camera3D(position,target,up,fovy,projection)
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// Load plane model from a generated mesh
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const model = loadModelFromMesh(genMeshPlane(100.0, 100.0, 3, 3));
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//const cube = loadModelFromMesh(genMeshCube(2.0, 4.0, 2.0));
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const cube = loadModel("resources/models/icosphere.glb")
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const g1 = genImageGradientH(128, 1, YELLOW, DARKBLUE)
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const g2 = genImageGradientH(128, 1, DARKBLUE, PURPLE)
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const image= genImageColor(256,1,WHITE)
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const src = new Rectangle(0,0,128,1)
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imageDraw(image,g1,src,src,WHITE)
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imageDraw(image,g2,src,new Rectangle(128,0,128,1),WHITE)
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const texture = loadTextureFromImage(image)
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unloadImage(image)
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unloadImage(g1)
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unloadImage(g2)
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// Load basic lighting shader
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const shader = loadShader(`resources/shaders/glsl${GLSL_VERSION}/lighting.vs`,
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`resources/shaders/glsl${GLSL_VERSION}/lighting2.fs`);
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// Get some required shader locations
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const viewLoc = getShaderLocation(shader, "viewPos")
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// NOTE: "matModel" location name is automatically assigned on shader loading,
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// no need to get the location again if using that uniform name
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//shader.locs[SHADER_LOC_MATRIX_MODEL] = getShaderLocation(shader, "matModel");
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// Ambient light level (some basic lighting)
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const ambientLoc = getShaderLocation(shader, "ambient");
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setShaderValue(shader, ambientLoc, new Vector4(0.1, 0.1, 0.1, 1.0), SHADER_UNIFORM_VEC4);
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// Assign out lighting shader to model
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const matModel = loadMaterialDefault()
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matModel.shader = shader
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setModelMaterial(model, 0, matModel)
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setMaterialTexture(matModel, MATERIAL_MAP_DIFFUSE, texture)
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const matCube = loadMaterialDefault()
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matCube.shader = shader
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setMaterialTexture(matCube, MATERIAL_MAP_DIFFUSE, texture)
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setModelMaterial(cube, 0, matCube)
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// Create lights
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const light = createLight(LIGHT_POINT, new Vector3(-2,1,-2), vector3Zero(), WHITE, shader)
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light.attenuation *= 2
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setTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!windowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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updateCamera(camera, CAMERA_ORBITAL);
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// Update the shader with the camera view vector (points towards { 0.0, 0.0, 0.0 })
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const cameraPos = new Vector3(camera.position.x, camera.position.y, camera.position.z);
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setShaderValue(shader, viewLoc, cameraPos, SHADER_UNIFORM_VEC3);
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// Check key inputs to enable/disable lights
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if (isKeyPressed(KEY_Y)) { light.enabled = !light.enabled; }
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// Update light values (actually, only enable/disable them)
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updateLightValues(shader, light);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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beginDrawing();
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clearBackground(RAYWHITE);
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beginMode3D(camera);
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drawModel(model, vector3Zero(), 1.0, WHITE);
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drawModel(cube, new Vector3(0,1,0), 1.0, WHITE);
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if (light.enabled) drawSphereEx(light.position, 0.2, 8, 8, light.color);
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else drawSphereWires(light.position, 0.2, 8, 8, colorAlpha(light.color, 0.3));
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drawGrid(10, 1.0);
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endMode3D();
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drawFPS(10, 10);
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drawText("Use keys [Y] to toggle lights", 10, 40, 20, DARKGRAY);
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drawTexturePro(texture, new Rectangle(0,0,256,1), new Rectangle(0,0,screenWidth, 32), vector2Zero(), 0, WHITE)
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endDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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unloadModel(model); // Unload the model
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unloadModel(cube); // Unload the model
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unloadShader(shader); // Unload shader
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closeWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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