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https://github.com/raylib-zig/raylib-zig.git
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Merge pull request #11 from rcorre/rlights
Fix SetShaderValue and port rlights.
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commit
24250d5a01
@ -55,6 +55,11 @@ pub fn build(b: *Builder) void {
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.path = "examples/models/models_loading.zig",
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.desc = "Loads a model and renders it",
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},
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.{
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.name = "shaders_basic_lighting",
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.path = "examples/shaders/shaders_basic_lighting.zig",
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.desc = "Loads a model and renders it",
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},
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};
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const examples_step = b.step("examples", "Builds all the examples");
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126
examples/shaders/rlights.zig
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126
examples/shaders/rlights.zig
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@ -0,0 +1,126 @@
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// This is a zig port of rlights.h by Ryan Roden-Corrent (rcorre).
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// The original notice follows:
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//
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// *********************************************************************************************
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//
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// raylib.lights - Some useful functions to deal with lights data
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//
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// CONFIGURATION:
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//
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// #define RLIGHTS_IMPLEMENTATION
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// Generates the implementation of the library into the included file.
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// If not defined, the library is in header only mode and can be included
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// in other headers or source files without problems. But only ONE file should
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// hold the implementation.
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//
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// LICENSE: zlib/libpng
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//
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// Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria
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// (@raysan5)
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//
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// This software is provided "as-is", without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the
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// use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software in a
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// product, an acknowledgment in the product documentation would be appreciated
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// but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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// *********************************************************************************************/
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const std = @import("std");
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usingnamespace @import("raylib");
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const max_lights = 4;
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pub const Light = struct {
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type: LightType,
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position: Vector3,
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target: Vector3,
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color: Color,
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enabled: bool,
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// Shader locations
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enabledLoc: i32,
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typeLoc: i32,
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posLoc: i32,
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targetLoc: i32,
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colorLoc: i32,
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};
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// Light type
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pub const LightType = enum { directional, point };
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var lightsCount: u32 = 0;
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fn getShaderLoc(shader: Shader, name: []const u8) !i32 {
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// TODO: Below code doesn't look good to me,
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// it assumes a specific shader naming and structure
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// Probably this implementation could be improved
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// (note from original C implementation, I don't have a better idea)
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var buf: [32]u8 = undefined;
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const key = try std.fmt.bufPrintZ(buf[0..], "lights[{}].{s}", .{ lightsCount, name });
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return GetShaderLocation(shader, key);
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}
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// Create a light and get shader locations
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pub fn CreateLight(typ: LightType, position: Vector3, target: Vector3, color: Color, shader: Shader) !Light {
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if (lightsCount >= max_lights) {
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return error.TooManyLights;
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}
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const light = Light{
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.enabled = true,
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.type = typ,
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.position = position,
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.target = target,
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.color = color,
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.enabledLoc = try getShaderLoc(shader, "enabled"),
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.typeLoc = try getShaderLoc(shader, "type"),
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.posLoc = try getShaderLoc(shader, "position"),
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.targetLoc = try getShaderLoc(shader, "target"),
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.colorLoc = try getShaderLoc(shader, "color"),
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};
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UpdateLightValues(shader, light);
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lightsCount += 1;
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return light;
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}
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// Send light properties to shader
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// NOTE: Light shader locations should be available
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pub fn UpdateLightValues(shader: Shader, light: Light) void {
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// Send to shader light enabled state and type
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SetShaderValue(shader, light.enabledLoc, &light.enabled, @enumToInt(ShaderUniformDataType.UNIFORM_INT));
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SetShaderValue(shader, light.typeLoc, &light.type, @enumToInt(ShaderUniformDataType.UNIFORM_INT));
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// Send to shader light position values
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const position = [3]f32{ light.position.x, light.position.y, light.position.z };
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SetShaderValue(shader, light.posLoc, &position, @enumToInt(ShaderUniformDataType.UNIFORM_VEC3));
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// Send to shader light target position values
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const target = [3]f32{ light.target.x, light.target.y, light.target.z };
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SetShaderValue(shader, light.targetLoc, &target, @enumToInt(ShaderUniformDataType.UNIFORM_VEC3));
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// Send to shader light color values
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const color = [4]f32{
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@intToFloat(f32, light.color.r) / 255.0,
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@intToFloat(f32, light.color.g) / 255.0,
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@intToFloat(f32, light.color.b) / 255.0,
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@intToFloat(f32, light.color.a) / 255.0,
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};
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SetShaderValue(shader, light.colorLoc, &color, @enumToInt(ShaderUniformDataType.UNIFORM_VEC4));
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}
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182
examples/shaders/shaders_basic_lighting.zig
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182
examples/shaders/shaders_basic_lighting.zig
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@ -0,0 +1,182 @@
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//
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// shaders_basic_lighting
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// Zig version:
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// Author: Ryan Roden-Corrent
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// Date: 2021-07-24
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//
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// NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders
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// support,
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// OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3
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// 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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usingnamespace @import("raylib");
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usingnamespace @import("rlights.zig");
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usingnamespace @import("raylib-math");
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const resourceDir = "raylib/examples/shaders/resources/";
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pub fn main() !void {
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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
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// (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 camera = Camera{
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.position = .{ .x = 2.0, .y = 2.0, .z = 6.0 }, // Camera position
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.target = .{ .x = 0.0, .y = 0.5, .z = 0.0 }, // Camera looking at point
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.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
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.fovy = 45.0, // Camera field-of-view Y
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.type = CameraType.CAMERA_PERSPECTIVE, // Camera mode type
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};
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// Load models
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var modelA = LoadModelFromMesh(GenMeshTorus(0.4, 1.0, 16, 32));
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var modelB = LoadModelFromMesh(GenMeshCube(1.0, 1.0, 1.0));
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var modelC = LoadModelFromMesh(GenMeshSphere(0.5, 32, 32));
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// Load models texture
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const texture = LoadTexture(resourceDir ++ "texel_checker.png");
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// Assign texture to default model material
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modelA.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
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modelB.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
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modelC.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
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var shader = LoadShader(
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resourceDir ++ "/shaders/glsl330/base_lighting.vs",
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resourceDir ++ "/shaders/glsl330/lighting.fs",
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);
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// Get some shader loactions
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shader.locs[@enumToInt(ShaderLocationIndex.LOC_MATRIX_MODEL)] = GetShaderLocation(shader, "matModel");
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shader.locs[@enumToInt(ShaderLocationIndex.LOC_VECTOR_VIEW)] = GetShaderLocation(shader, "viewPos");
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// ambient light level
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const ambientLoc = GetShaderLocation(shader, "ambient");
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const ambientVals = [4]f32{ 0.2, 0.2, 0.2, 1.0 };
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SetShaderValue(shader, ambientLoc, &ambientVals, @enumToInt(ShaderUniformDataType.UNIFORM_VEC4));
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var angle: f32 = 6.282;
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// All models use the same shader
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modelA.materials[0].shader = shader;
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modelB.materials[0].shader = shader;
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modelC.materials[0].shader = shader;
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// Using 4 point lights, white, red, green and blue
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var lights = [_]Light{
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try CreateLight(LightType.point, .{ .x = 4, .y = 2, .z = 4 }, Vector3Zero(), WHITE, shader),
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try CreateLight(LightType.point, .{ .x = 4, .y = 2, .z = 4 }, Vector3Zero(), RED, shader),
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try CreateLight(LightType.point, .{ .x = 0, .y = 4, .z = 2 }, Vector3Zero(), GREEN, shader),
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try CreateLight(LightType.point, .{ .x = 0, .y = 4, .z = 2 }, Vector3Zero(), BLUE, shader),
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};
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SetCameraMode(camera, CameraMode.CAMERA_ORBITAL); // Set an orbital camera mode
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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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if (IsKeyPressed(KeyboardKey.KEY_W)) {
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lights[0].enabled = !lights[0].enabled;
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}
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if (IsKeyPressed(KeyboardKey.KEY_R)) {
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lights[1].enabled = !lights[1].enabled;
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}
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if (IsKeyPressed(KeyboardKey.KEY_G)) {
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lights[2].enabled = !lights[2].enabled;
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}
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if (IsKeyPressed(KeyboardKey.KEY_B)) {
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lights[3].enabled = !lights[3].enabled;
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}
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//UpdateCamera(&camera); // Update camera
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// Make the lights do differing orbits
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angle -= 0.02;
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lights[0].position.x = @cos(angle) * 4.0;
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lights[0].position.z = @sin(angle) * 4.0;
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lights[1].position.x = @cos(-angle * 0.6) * 4.0;
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lights[1].position.z = @sin(-angle * 0.6) * 4.0;
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lights[2].position.y = @cos(angle * 0.2) * 4.0;
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lights[2].position.z = @sin(angle * 0.2) * 4.0;
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lights[3].position.y = @cos(-angle * 0.35) * 4.0;
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lights[3].position.z = @sin(-angle * 0.35) * 4.0;
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UpdateLightValues(shader, lights[0]);
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UpdateLightValues(shader, lights[1]);
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UpdateLightValues(shader, lights[2]);
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UpdateLightValues(shader, lights[3]);
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// Rotate the torus
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modelA.transform =
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MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
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modelA.transform =
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MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
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// Update the light shader with the camera view position
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const cameraPos = [3]f32{ camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[@enumToInt(ShaderLocationIndex.LOC_VECTOR_VIEW)], &cameraPos, @enumToInt(ShaderUniformDataType.UNIFORM_VEC3));
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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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// Draw the three models
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DrawModel(modelA, Vector3Zero(), 1.0, WHITE);
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DrawModel(modelB, .{ .x = -1.6, .y = 0, .z = 0 }, 1.0, WHITE);
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DrawModel(modelC, .{ .x = 1.6, .y = 0, .z = 0 }, 1.0, WHITE);
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// Draw markers to show where the lights are
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if (lights[0].enabled) {
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DrawSphereEx(lights[0].position, 0.2, 8, 8, WHITE);
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}
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if (lights[1].enabled) {
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DrawSphereEx(lights[1].position, 0.2, 8, 8, RED);
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}
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if (lights[2].enabled) {
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DrawSphereEx(lights[2].position, 0.2, 8, 8, GREEN);
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}
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if (lights[3].enabled) {
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DrawSphereEx(lights[3].position, 0.2, 8, 8, BLUE);
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}
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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 RGBW to toggle lights", 10, 30, 20, DARKGRAY);
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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(modelA); // Unload the modelA
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UnloadModel(modelB); // Unload the modelB
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UnloadModel(modelC); // Unload the modelC
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UnloadTexture(texture); // Unload the texture
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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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}
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@ -366,7 +366,7 @@ pub extern fn GetShapesTexture() Texture2D;
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pub extern fn GetShapesTextureRec() Rectangle;
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pub extern fn SetShapesTexture(texture: Texture2D, source: Rectangle) void;
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pub extern fn GetShaderLocation(shader: Shader, uniformName: [*c]const u8) c_int;
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pub extern fn SetShaderValue(shader: Shader, uniformLoc: c_int, value: [*c]const void, uniformType: c_int) void;
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pub extern fn SetShaderValue(shader: Shader, uniformLoc: c_int, value: *const c_void, uniformType: c_int) void;
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pub extern fn SetShaderValueV(shader: Shader, uniformLoc: c_int, value: [*c]const void, uniformType: c_int, count: c_int) void;
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pub extern fn SetShaderValueMatrix(shader: Shader, uniformLoc: c_int, mat: Matrix) void;
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pub extern fn SetShaderValueTexture(shader: Shader, uniformLoc: c_int, texture: Texture2D) void;
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@ -441,5 +441,3 @@ pub extern fn StopAudioStream(stream: AudioStream) void;
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pub extern fn SetAudioStreamVolume(stream: AudioStream, volume: f32) void;
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pub extern fn SetAudioStreamPitch(stream: AudioStream, pitch: f32) void;
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pub extern fn SetAudioStreamBufferSizeDefault(size: c_int) void;
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