raylib-zig/examples/shaders/shaders_basic_lighting.zig

183 lines
7.1 KiB
Zig

//
// 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
.type = CameraType.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.LOC_MATRIX_MODEL)] = GetShaderLocation(shader, "matModel");
shader.locs[@enumToInt(ShaderLocationIndex.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.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.LOC_VECTOR_VIEW)], &cameraPos, @enumToInt(ShaderUniformDataType.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
//--------------------------------------------------------------------------------------
}