Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop

This commit is contained in:
Joshua Reisenauer 2016-05-22 15:03:10 -07:00
commit f232f34981
56 changed files with 1646 additions and 1161 deletions

1
.gitignore vendored
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@ -6,6 +6,7 @@ src_android/obj/
templates/android_project/bin/ templates/android_project/bin/
templates/android_project/obj/ templates/android_project/obj/
templates/android_project/libs/ templates/android_project/libs/
local.properties
# Ignore thumbnails created by windows # Ignore thumbnails created by windows
Thumbs.db Thumbs.db

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@ -36,7 +36,8 @@ int main()
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsGamepadAvailable(GAMEPAD_PLAYER1)) if (IsGamepadAvailable(GAMEPAD_PLAYER1))
{ {
gamepadMovement = GetGamepadMovement(GAMEPAD_PLAYER1); gamepadMovement.x = GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X);
gamepadMovement.y = GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y);
ballPosition.x += gamepadMovement.x; ballPosition.x += gamepadMovement.x;
ballPosition.y -= gamepadMovement.y; ballPosition.y -= gamepadMovement.y;

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@ -30,26 +30,26 @@ int main()
bool isDebug = false; bool isDebug = false;
// Create rectangle physic object // Create rectangle physic object
PhysicObject *rectangle = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 }); PhysicObject rectangle = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
rectangle->rigidbody.applyGravity = true; rectangle->rigidbody.applyGravity = true;
rectangle->rigidbody.friction = 0.1f; rectangle->rigidbody.friction = 0.1f;
rectangle->rigidbody.bounciness = 6.0f; rectangle->rigidbody.bounciness = 6.0f;
// Create square physic object // Create square physic object
PhysicObject *square = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 }); PhysicObject square = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
square->rigidbody.applyGravity = true; square->rigidbody.applyGravity = true;
square->rigidbody.friction = 0.1f; square->rigidbody.friction = 0.1f;
// Create walls physic objects // Create walls physic objects
PhysicObject *floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 }); PhysicObject floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
PhysicObject *leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight }); PhysicObject leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight }); PhysicObject rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
PhysicObject *roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 }); PhysicObject roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
// Create pplatform physic object // Create pplatform physic object
PhysicObject *platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 }); PhysicObject platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -114,7 +114,8 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
ClosePhysics(); // Unitialize physics module ClosePhysics(); // Unitialize physics (including all loaded objects)
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -17,7 +17,7 @@
#define LINE_LENGTH 75 #define LINE_LENGTH 75
#define TRIANGLE_LENGTH 12 #define TRIANGLE_LENGTH 12
void DrawRigidbodyCircle(PhysicObject *obj, Color color); void DrawRigidbodyCircle(PhysicObject obj, Color color);
int main() int main()
{ {
@ -36,7 +36,7 @@ int main()
bool isDebug = false; bool isDebug = false;
// Create rectangle physic objects // Create rectangle physic objects
PhysicObject *rectangles[3]; PhysicObject rectangles[3];
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
{ {
rectangles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 }); rectangles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 });
@ -46,7 +46,7 @@ int main()
// Create circles physic objects // Create circles physic objects
// NOTE: when creating circle physic objects, transform.scale must be { 0, 0 } and object radius must be defined in collider.radius and use this value to draw the circle. // NOTE: when creating circle physic objects, transform.scale must be { 0, 0 } and object radius must be defined in collider.radius and use this value to draw the circle.
PhysicObject *circles[3]; PhysicObject circles[3];
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
{ {
circles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 }); circles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 });
@ -57,10 +57,10 @@ int main()
} }
// Create walls physic objects // Create walls physic objects
PhysicObject *leftWall = CreatePhysicObject((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); PhysicObject leftWall = CreatePhysicObject((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); PhysicObject rightWall = CreatePhysicObject((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
PhysicObject *topWall = CreatePhysicObject((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 }); PhysicObject topWall = CreatePhysicObject((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
PhysicObject *bottomWall = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 }); PhysicObject bottomWall = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -33,5 +33,5 @@ void main()
else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
else tc = sum*sum*0.0075 + texelColor; else tc = sum*sum*0.0075 + texelColor;
finalColor = tc; gl_FragColor = tc;
} }

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@ -20,7 +20,7 @@ float angle = 0.8;
uniform vec2 center = vec2(200.0, 200.0); uniform vec2 center = vec2(200.0, 200.0);
void main (void) void main()
{ {
vec2 texSize = vec2(renderWidth, renderHeight); vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize; vec2 tc = fragTexCoord*texSize;

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@ -1,82 +0,0 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// Light uniform values
uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
uniform float lightIntensity = 1.0;
uniform float lightSpecIntensity = 1.0;
// Material uniform values
uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
uniform float matGlossiness = 50.0;
// World uniform values
uniform vec3 lightPosition;
uniform vec3 cameraPosition;
// Calculate ambient lighting component
vec3 AmbientLighting()
{
return (matAmbientColor*lightAmbientColor);
}
// Calculate diffuse lighting component
vec3 DiffuseLighting(in vec3 N, in vec3 L)
{
// Lambertian reflection calculation
float diffuse = clamp(dot(N, L), 0, 1);
return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse);
}
// Calculate specular lighting component
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
{
float specular = 0.0;
// Calculate specular reflection only if the surface is oriented to the light source
if (dot(N, L) > 0)
{
// Calculate half vector
vec3 H = normalize(L + V);
// Calculate specular intensity
specular = pow(dot(N, H), 3 + matGlossiness);
}
return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
}
void main()
{
// Normalize input vectors
vec3 L = normalize(lightPosition);
vec3 V = normalize(cameraPosition);
vec3 N = normalize(fragNormal);
// Calculate lighting components
vec3 ambient = AmbientLighting();
vec3 diffuse = DiffuseLighting(N, L);
vec3 specular = SpecularLighting(N, L, V);
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// Calculate final fragment color
finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
}

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@ -1,29 +0,0 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Input uniform values
uniform mat4 mvpMatrix;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec3 fragNormal;
// NOTE: Add here your custom variables
uniform mat4 modelMatrix;
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
// Calculate view vector normal from model
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

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@ -21,7 +21,7 @@ float angle = 0.8;
uniform vec2 center = vec2(200.0, 200.0); uniform vec2 center = vec2(200.0, 200.0);
void main (void) void main()
{ {
vec2 texSize = vec2(renderWidth, renderHeight); vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize; vec2 tc = fragTexCoord*texSize;

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@ -0,0 +1,136 @@
#version 330
in vec3 fragPosition;
in vec2 fragTexCoord;
in vec4 fragColor;
in vec3 fragNormal;
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec4 colAmbient;
uniform vec4 colDiffuse;
uniform vec4 colSpecular;
uniform float glossiness;
uniform mat4 modelMatrix;
uniform vec3 viewDir;
struct Light {
int enabled;
int type;
vec3 position;
vec3 direction;
vec4 diffuse;
float intensity;
float attenuation;
float coneAngle;
};
const int maxLights = 8;
uniform int lightsCount;
uniform Light lights[maxLights];
vec3 CalcPointLight(Light l, vec3 n, vec3 v)
{
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
vec3 surfaceToLight = l.position - surfacePos;
// Diffuse shading
float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);
float diff = 1.0/dot(surfaceToLight/l.attenuation, surfaceToLight/l.attenuation)*brightness*l.intensity;
// Specular shading
float spec = 0.0;
if (diff > 0.0)
{
vec3 h = normalize(-l.direction + v);
spec = pow(dot(n, h), 3 + glossiness);
}
return (diff*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
}
vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v)
{
vec3 lightDir = normalize(-l.direction);
// Diffuse shading
float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
// Specular shading
float spec = 0.0;
if (diff > 0.0)
{
vec3 h = normalize(lightDir + v);
spec = pow(dot(n, h), 3 + glossiness);
}
// Combine results
return (diff*l.intensity*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
}
vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
{
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
vec3 lightToSurface = normalize(surfacePos - l.position);
vec3 lightDir = normalize(-l.direction);
// Diffuse shading
float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
// Spot attenuation
float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);
attenuation = dot(lightToSurface, -lightDir);
float lightToSurfaceAngle = degrees(acos(attenuation));
if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
// Combine diffuse and attenuation
float diffAttenuation = diff*attenuation;
// Specular shading
float spec = 0.0;
if (diffAttenuation > 0.0)
{
vec3 h = normalize(lightDir + v);
spec = pow(dot(n, h), 3 + glossiness);
}
return falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb);
}
void main()
{
// Calculate fragment normal in screen space
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
vec3 normal = normalize(normalMatrix*fragNormal);
// Normalize normal and view direction vectors
vec3 n = normalize(normal);
vec3 v = normalize(viewDir);
// Calculate diffuse texture color fetching
vec4 texelColor = texture(texture0, fragTexCoord);
vec3 lighting = colAmbient.rgb;
for (int i = 0; i < lightsCount; i++)
{
// Check if light is enabled
if (lights[i].enabled == 1)
{
// Calculate lighting based on light type
switch (lights[i].type)
{
case 0: lighting += CalcPointLight(lights[i], n, v); break;
case 1: lighting += CalcDirectionalLight(lights[i], n, v); break;
case 2: lighting += CalcSpotLight(lights[i], n, v); break;
default: break;
}
}
}
// Calculate final fragment color
finalColor = vec4(texelColor.rgb*lighting, texelColor.a);
}

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@ -0,0 +1,23 @@
#version 330
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
in vec4 vertexColor;
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
uniform mat4 mvpMatrix;
void main()
{
fragPosition = vertexPosition;
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = vertexNormal;
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

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@ -1,171 +0,0 @@
/*******************************************************************************************
*
* raylib [shaders] example - Basic lighting: Blinn-Phong
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define SHININESS_SPEED 1.0f
#define LIGHT_SPEED 0.25f
// Light type
typedef struct Light {
Vector3 position;
Vector3 direction;
float intensity;
float specIntensity;
Color diffuse;
Color ambient;
Color specular;
} Light;
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
// Camera initialization
Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
// Model initialization
Vector3 position = { 0.0f, 0.0f, 0.0f };
Model model = LoadModel("resources/model/dwarf.obj");
Shader shader = LoadShader("resources/shaders/glsl330/phong.vs", "resources/shaders/glsl330/phong.fs");
SetModelShader(&model, shader);
// Shader locations initialization
int lIntensityLoc = GetShaderLocation(shader, "lightIntensity");
int lAmbientLoc = GetShaderLocation(shader, "lightAmbientColor");
int lDiffuseLoc = GetShaderLocation(shader, "lightDiffuseColor");
int lSpecularLoc = GetShaderLocation(shader, "lightSpecularColor");
int lSpecIntensityLoc = GetShaderLocation(shader, "lightSpecIntensity");
int mAmbientLoc = GetShaderLocation(shader, "matAmbientColor");
int mSpecularLoc = GetShaderLocation(shader, "matSpecularColor");
int mGlossLoc = GetShaderLocation(shader, "matGlossiness");
// Camera and light vectors shader locations
int cameraLoc = GetShaderLocation(shader, "cameraPosition");
int lightLoc = GetShaderLocation(shader, "lightPosition");
// Model and View matrix locations (required for lighting)
int modelLoc = GetShaderLocation(shader, "modelMatrix");
//int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used
// Light and material definitions
Light light;
Material matBlinn;
// Light initialization
light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
light.intensity = 1.0f;
light.diffuse = WHITE;
light.ambient = (Color){ 150, 75, 0, 255 };
light.specular = WHITE;
light.specIntensity = 1.0f;
// Material initialization
matBlinn.colDiffuse = WHITE;
matBlinn.colAmbient = (Color){ 50, 50, 50, 255 };
matBlinn.colSpecular = WHITE;
matBlinn.glossiness = 50.0f;
// Setup camera
SetCameraMode(CAMERA_FREE); // Set camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera position
// NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT!
SetShaderValueMatrix(shader, modelLoc, model.transform); // Send model matrix to shader
//SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera)); // Not used
// Glossiness input control
if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
else if(IsKeyDown(KEY_DOWN))
{
matBlinn.glossiness -= SHININESS_SPEED;
if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
}
// Light X movement
if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
// Light Y movement
if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;
// Light Z movement
if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
// Send light values to shader
SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
// Send material values to shader
SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3);
SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3);
SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
// Send camera and light transform values to shader
SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(model, position, 4.0f, matBlinn.colDiffuse);
DrawSphere(light.position, 0.5f, GOLD);
DrawGrid(20, 1.0f);
End3dMode();
DrawFPS(10, 10); // Draw FPS
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
UnloadModel(model);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,118 @@
/*******************************************************************************************
*
* raylib [shaders] example - Standard lighting (materials and lights)
*
* 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), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Define the camera to look into our 3d world
Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
Material material = LoadStandardMaterial();
material.texDiffuse = texDiffuse;
material.colDiffuse = (Color){255, 255, 255, 255};
material.colAmbient = (Color){0, 0, 10, 255};
material.colSpecular = (Color){255, 255, 255, 255};
material.glossiness = 50.0f;
dwarf.material = material; // Apply material to model
Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
spotLight->intensity = 2.0f;
spotLight->diffuse = (Color){255, 100, 100, 255};
spotLight->coneAngle = 60.0f;
Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
dirLight->intensity = 2.0f;
dirLight->diffuse = (Color){100, 255, 100, 255};
Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
pointLight->intensity = 2.0f;
pointLight->diffuse = (Color){100, 100, 255, 255};
pointLight->attenuation = 3.0f;
// Setup orbital camera
SetCameraMode(CAMERA_ORBITAL); // Set a orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
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); // Update internal camera and our camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawLights(); // Draw all created lights in 3D world
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMaterial(material); // Unload material and assigned textures
UnloadModel(dwarf); // Unload model
// Destroy all created lights
DestroyLight(pointLight);
DestroyLight(dirLight);
DestroyLight(spotLight);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View file

@ -1,20 +1,26 @@
#version 100 #version 100
// Input vertex attributes
attribute vec3 vertexPosition; attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord; attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal; attribute vec3 vertexNormal;
attribute vec4 vertexColor;
varying vec2 fragTexCoord; // Input uniform values
uniform mat4 mvpMatrix; uniform mat4 mvpMatrix;
// Output vertex attributes (to fragment shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
void main() void main()
{ {
vec3 normal = vertexNormal; // Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord; fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
} }

View file

@ -2,8 +2,11 @@
precision mediump float; precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord; varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 fragTintColor;
@ -22,21 +25,13 @@ void main()
} }
} }
if (texture2D(texture0, fragTexCoord).r < 0.3) // Texel color fetching from texture sampler
{ vec4 texelColor = texture(texture0, fragTexCoord);
tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
} // Calculate final fragment color
else if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
{ else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
if (texture2D(texture0, fragTexCoord).r < 0.5) else tc = sum*sum*0.0075 + texelColor;
{
tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
}
else
{
tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
}
}
gl_FragColor = tc; gl_FragColor = tc;
} }

View file

@ -2,7 +2,11 @@
precision mediump float; precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord; varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 fragTintColor;
@ -16,6 +20,7 @@ float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
void main() void main()
{ {
// Texel color fetching from texture sampler
vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0]; vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
for (int i = 1; i < 3; i++) for (int i = 1; i < 3; i++)

View file

@ -2,8 +2,11 @@
precision mediump float; precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord; varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 fragTintColor;

View file

@ -2,8 +2,11 @@
precision mediump float; precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord; varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 fragTintColor;
@ -46,7 +49,7 @@ vec4 PostFX(sampler2D tex, vec2 uv)
return c; return c;
} }
void main(void) void main()
{ {
vec3 tc = PostFX(texture0, fragTexCoord).rgb; vec3 tc = PostFX(texture0, fragTexCoord).rgb;

View file

@ -2,8 +2,11 @@
precision mediump float; precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord; varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 fragTintColor;

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