// // shaders_basic_lighting // Zig version: // Author: Ryan Roden-Corrent // Date: 2021-07-24 // // 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). usingnamespace @import("raylib"); usingnamespace @import("rlights.zig"); usingnamespace @import("raylib-math"); const resourceDir = "raylib/examples/shaders/resources/"; pub fn main() !void { // 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 camera = Camera{ .position = .{ .x = 2.0, .y = 2.0, .z = 6.0 }, // Camera position .target = .{ .x = 0.0, .y = 0.5, .z = 0.0 }, // Camera looking at point .up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target) .fovy = 45.0, // Camera field-of-view Y .projection = CameraProjection.CAMERA_PERSPECTIVE, // Camera mode type }; // Load models var modelA = LoadModelFromMesh(GenMeshTorus(0.4, 1.0, 16, 32)); var modelB = LoadModelFromMesh(GenMeshCube(1.0, 1.0, 1.0)); var modelC = LoadModelFromMesh(GenMeshSphere(0.5, 32, 32)); // Load models texture const texture = LoadTexture(resourceDir ++ "texel_checker.png"); // Assign texture to default model material modelA.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; modelB.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; modelC.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; var shader = LoadShader( resourceDir ++ "/shaders/glsl330/base_lighting.vs", resourceDir ++ "/shaders/glsl330/lighting.fs", ); // Get some shader loactions shader.locs[@enumToInt(ShaderLocationIndex.SHADER_LOC_MATRIX_MODEL)] = GetShaderLocation(shader, "matModel"); shader.locs[@enumToInt(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)] = GetShaderLocation(shader, "viewPos"); // ambient light level const ambientLoc = GetShaderLocation(shader, "ambient"); const ambientVals = [4]f32{ 0.2, 0.2, 0.2, 1.0 }; SetShaderValue(shader, ambientLoc, &ambientVals, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC4)); var angle: f32 = 6.282; // All models use the same shader modelA.materials[0].shader = shader; modelB.materials[0].shader = shader; modelC.materials[0].shader = shader; // Using 4 point lights, white, red, green and blue var lights = [_]Light{ try CreateLight(LightType.point, .{ .x = 4, .y = 2, .z = 4 }, Vector3Zero(), WHITE, shader), try CreateLight(LightType.point, .{ .x = 4, .y = 2, .z = 4 }, Vector3Zero(), RED, shader), try CreateLight(LightType.point, .{ .x = 0, .y = 4, .z = 2 }, Vector3Zero(), GREEN, shader), try CreateLight(LightType.point, .{ .x = 0, .y = 4, .z = 2 }, Vector3Zero(), BLUE, shader), }; SetCameraMode(camera, CameraMode.CAMERA_ORBITAL); // Set an orbital camera mode 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 //---------------------------------------------------------------------------------- if (IsKeyPressed(KeyboardKey.KEY_W)) { lights[0].enabled = !lights[0].enabled; } if (IsKeyPressed(KeyboardKey.KEY_R)) { lights[1].enabled = !lights[1].enabled; } if (IsKeyPressed(KeyboardKey.KEY_G)) { lights[2].enabled = !lights[2].enabled; } if (IsKeyPressed(KeyboardKey.KEY_B)) { lights[3].enabled = !lights[3].enabled; } //UpdateCamera(&camera); // Update camera // Make the lights do differing orbits angle -= 0.02; lights[0].position.x = @cos(angle) * 4.0; lights[0].position.z = @sin(angle) * 4.0; lights[1].position.x = @cos(-angle * 0.6) * 4.0; lights[1].position.z = @sin(-angle * 0.6) * 4.0; lights[2].position.y = @cos(angle * 0.2) * 4.0; lights[2].position.z = @sin(angle * 0.2) * 4.0; lights[3].position.y = @cos(-angle * 0.35) * 4.0; lights[3].position.z = @sin(-angle * 0.35) * 4.0; UpdateLightValues(shader, lights[0]); UpdateLightValues(shader, lights[1]); UpdateLightValues(shader, lights[2]); UpdateLightValues(shader, lights[3]); // Rotate the torus modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025)); modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)); // Update the light shader with the camera view position const cameraPos = [3]f32{ camera.position.x, camera.position.y, camera.position.z }; SetShaderValue(shader, shader.locs[@enumToInt(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)], &cameraPos, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC3)); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); // Draw the three models DrawModel(modelA, Vector3Zero(), 1.0, WHITE); DrawModel(modelB, .{ .x = -1.6, .y = 0, .z = 0 }, 1.0, WHITE); DrawModel(modelC, .{ .x = 1.6, .y = 0, .z = 0 }, 1.0, WHITE); // Draw markers to show where the lights are if (lights[0].enabled) { DrawSphereEx(lights[0].position, 0.2, 8, 8, WHITE); } if (lights[1].enabled) { DrawSphereEx(lights[1].position, 0.2, 8, 8, RED); } if (lights[2].enabled) { DrawSphereEx(lights[2].position, 0.2, 8, 8, GREEN); } if (lights[3].enabled) { DrawSphereEx(lights[3].position, 0.2, 8, 8, BLUE); } DrawGrid(10, 1.0); EndMode3D(); DrawFPS(10, 10); DrawText("Use keys RGBW to toggle lights", 10, 30, 20, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(modelA); // Unload the modelA UnloadModel(modelB); // Unload the modelB UnloadModel(modelC); // Unload the modelC UnloadTexture(texture); // Unload the texture UnloadShader(shader); // Unload shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- }