Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
This commit is contained in:
commit
f232f34981
56 changed files with 1646 additions and 1161 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -6,6 +6,7 @@ src_android/obj/
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templates/android_project/bin/
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templates/android_project/bin/
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templates/android_project/obj/
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templates/android_project/obj/
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templates/android_project/libs/
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templates/android_project/libs/
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local.properties
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# Ignore thumbnails created by windows
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# Ignore thumbnails created by windows
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Thumbs.db
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Thumbs.db
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@ -36,7 +36,8 @@ int main()
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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if (IsGamepadAvailable(GAMEPAD_PLAYER1))
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if (IsGamepadAvailable(GAMEPAD_PLAYER1))
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{
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{
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gamepadMovement = GetGamepadMovement(GAMEPAD_PLAYER1);
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gamepadMovement.x = GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X);
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gamepadMovement.y = GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y);
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ballPosition.x += gamepadMovement.x;
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ballPosition.x += gamepadMovement.x;
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ballPosition.y -= gamepadMovement.y;
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ballPosition.y -= gamepadMovement.y;
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@ -30,26 +30,26 @@ int main()
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bool isDebug = false;
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bool isDebug = false;
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// Create rectangle physic object
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// Create rectangle physic object
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PhysicObject *rectangle = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
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PhysicObject rectangle = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
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rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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rectangle->rigidbody.applyGravity = true;
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rectangle->rigidbody.applyGravity = true;
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rectangle->rigidbody.friction = 0.1f;
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rectangle->rigidbody.friction = 0.1f;
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rectangle->rigidbody.bounciness = 6.0f;
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rectangle->rigidbody.bounciness = 6.0f;
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// Create square physic object
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// Create square physic object
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PhysicObject *square = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
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PhysicObject square = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
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square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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square->rigidbody.applyGravity = true;
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square->rigidbody.applyGravity = true;
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square->rigidbody.friction = 0.1f;
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square->rigidbody.friction = 0.1f;
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// Create walls physic objects
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// Create walls physic objects
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PhysicObject *floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
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PhysicObject floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
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PhysicObject *leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
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PhysicObject leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
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PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
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PhysicObject rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
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PhysicObject *roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
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PhysicObject roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
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// Create pplatform physic object
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// Create pplatform physic object
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PhysicObject *platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
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PhysicObject platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -114,7 +114,8 @@ int main()
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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ClosePhysics(); // Unitialize physics module
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ClosePhysics(); // Unitialize physics (including all loaded objects)
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -17,7 +17,7 @@
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#define LINE_LENGTH 75
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#define LINE_LENGTH 75
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#define TRIANGLE_LENGTH 12
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#define TRIANGLE_LENGTH 12
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void DrawRigidbodyCircle(PhysicObject *obj, Color color);
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void DrawRigidbodyCircle(PhysicObject obj, Color color);
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int main()
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int main()
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{
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{
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|
@ -36,7 +36,7 @@ int main()
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bool isDebug = false;
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bool isDebug = false;
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// Create rectangle physic objects
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// Create rectangle physic objects
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PhysicObject *rectangles[3];
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PhysicObject rectangles[3];
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for (int i = 0; i < 3; i++)
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for (int i = 0; i < 3; i++)
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{
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{
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rectangles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 });
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rectangles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 });
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@ -46,7 +46,7 @@ int main()
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// Create circles physic objects
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// Create circles physic objects
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// 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.
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// 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.
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PhysicObject *circles[3];
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PhysicObject circles[3];
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for (int i = 0; i < 3; i++)
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for (int i = 0; i < 3; i++)
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{
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{
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circles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 });
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circles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 });
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|
@ -57,10 +57,10 @@ int main()
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}
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}
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// Create walls physic objects
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// Create walls physic objects
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PhysicObject *leftWall = CreatePhysicObject((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
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PhysicObject leftWall = CreatePhysicObject((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
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PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
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PhysicObject rightWall = CreatePhysicObject((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
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PhysicObject *topWall = CreatePhysicObject((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
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PhysicObject topWall = CreatePhysicObject((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
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PhysicObject *bottomWall = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
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PhysicObject bottomWall = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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||||||
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||||||
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@ -33,5 +33,5 @@ void main()
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
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else tc = sum*sum*0.0075 + texelColor;
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else tc = sum*sum*0.0075 + texelColor;
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finalColor = tc;
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gl_FragColor = tc;
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}
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}
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@ -20,7 +20,7 @@ float angle = 0.8;
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uniform vec2 center = vec2(200.0, 200.0);
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uniform vec2 center = vec2(200.0, 200.0);
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void main (void)
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void main()
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{
|
{
|
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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vec2 tc = fragTexCoord*texSize;
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@ -1,82 +0,0 @@
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// Light uniform values
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uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
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uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
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uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
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uniform float lightIntensity = 1.0;
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uniform float lightSpecIntensity = 1.0;
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// Material uniform values
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uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
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uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
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uniform float matGlossiness = 50.0;
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// World uniform values
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uniform vec3 lightPosition;
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uniform vec3 cameraPosition;
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// Calculate ambient lighting component
|
|
||||||
vec3 AmbientLighting()
|
|
||||||
{
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|
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return (matAmbientColor*lightAmbientColor);
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||||||
}
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||||||
|
|
||||||
// Calculate diffuse lighting component
|
|
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vec3 DiffuseLighting(in vec3 N, in vec3 L)
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|
||||||
{
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||||||
// Lambertian reflection calculation
|
|
||||||
float diffuse = clamp(dot(N, L), 0, 1);
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|
||||||
|
|
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return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse);
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|
||||||
}
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|
||||||
// Calculate specular lighting component
|
|
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vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
|
|
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{
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|
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float specular = 0.0;
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|
||||||
|
|
||||||
// Calculate specular reflection only if the surface is oriented to the light source
|
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if (dot(N, L) > 0)
|
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||||||
{
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|
||||||
// Calculate half vector
|
|
||||||
vec3 H = normalize(L + V);
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|
||||||
|
|
||||||
// Calculate specular intensity
|
|
||||||
specular = pow(dot(N, H), 3 + matGlossiness);
|
|
||||||
}
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|
||||||
|
|
||||||
return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
|
|
||||||
}
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|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
// Normalize input vectors
|
|
||||||
vec3 L = normalize(lightPosition);
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|
||||||
vec3 V = normalize(cameraPosition);
|
|
||||||
vec3 N = normalize(fragNormal);
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|
||||||
|
|
||||||
// Calculate lighting components
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|
||||||
vec3 ambient = AmbientLighting();
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|
||||||
vec3 diffuse = DiffuseLighting(N, L);
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|
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vec3 specular = SpecularLighting(N, L, V);
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|
||||||
|
|
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// Texel color fetching from texture sampler
|
|
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vec4 texelColor = texture(texture0, fragTexCoord);
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|
||||||
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|
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// Calculate final fragment color
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|
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finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
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}
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|
@ -1,29 +0,0 @@
|
||||||
#version 330
|
|
||||||
|
|
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// Input vertex attributes
|
|
||||||
in vec3 vertexPosition;
|
|
||||||
in vec2 vertexTexCoord;
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|
||||||
in vec3 vertexNormal;
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|
||||||
|
|
||||||
// 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);
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|
||||||
|
|
||||||
// Calculate final vertex position
|
|
||||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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|
||||||
}
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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;
|
||||||
|
|
|
||||||
136
examples/resources/shaders/standard.fs
Normal file
136
examples/resources/shaders/standard.fs
Normal file
|
|
@ -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);
|
||||||
|
}
|
||||||
23
examples/resources/shaders/standard.vs
Normal file
23
examples/resources/shaders/standard.vs
Normal file
|
|
@ -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);
|
||||||
|
}
|
||||||
|
|
@ -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;
|
|
||||||
}
|
|
||||||
118
examples/shaders_standard_lighting.c
Normal file
118
examples/shaders_standard_lighting.c
Normal file
|
|
@ -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;
|
||||||
|
}
|
||||||
|
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
@ -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++)
|
||||||
|
|
|
||||||
|
|
@ -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;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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;
|
||||||
|
|
||||||
|
|
|
||||||
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue