mirror of
https://github.com/raylib-zig/raylib-zig.git
synced 2025-12-06 06:13:08 +00:00
Port rlights.h and shaders_basic_lighting.
I wanted to add lighting to a zig/raylib project, and hit some ABI compatibility issues with rlights.h. The C is pretty simple, so I just ported it, and figured it would be useful to have here in case someone needs the same. I think it might be useful in the main library, but in raylib it is just an example, so I followed suit.
This commit is contained in:
parent
98c7db5648
commit
e6a2803c31
@ -55,6 +55,11 @@ pub fn build(b: *Builder) void {
|
|||||||
.path = "examples/models/models_loading.zig",
|
.path = "examples/models/models_loading.zig",
|
||||||
.desc = "Loads a model and renders it",
|
.desc = "Loads a model and renders it",
|
||||||
},
|
},
|
||||||
|
.{
|
||||||
|
.name = "shaders_basic_lighting",
|
||||||
|
.path = "examples/shaders/shaders_basic_lighting.zig",
|
||||||
|
.desc = "Loads a model and renders it",
|
||||||
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
const examples_step = b.step("examples", "Builds all the examples");
|
const examples_step = b.step("examples", "Builds all the examples");
|
||||||
|
|||||||
126
examples/shaders/rlights.zig
Normal file
126
examples/shaders/rlights.zig
Normal file
@ -0,0 +1,126 @@
|
|||||||
|
// This is a zig port of rlights.h by Ryan Roden-Corrent (rcorre).
|
||||||
|
// The original notice follows:
|
||||||
|
//
|
||||||
|
// *********************************************************************************************
|
||||||
|
//
|
||||||
|
// raylib.lights - Some useful functions to deal with lights data
|
||||||
|
//
|
||||||
|
// CONFIGURATION:
|
||||||
|
//
|
||||||
|
// #define RLIGHTS_IMPLEMENTATION
|
||||||
|
// Generates the implementation of the library into the included file.
|
||||||
|
// If not defined, the library is in header only mode and can be included
|
||||||
|
// in other headers or source files without problems. But only ONE file should
|
||||||
|
// hold the implementation.
|
||||||
|
//
|
||||||
|
// LICENSE: zlib/libpng
|
||||||
|
//
|
||||||
|
// Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria
|
||||||
|
// (@raysan5)
|
||||||
|
//
|
||||||
|
// This software is provided "as-is", without any express or implied warranty.
|
||||||
|
// In no event will the authors be held liable for any damages arising from the
|
||||||
|
// use of this software.
|
||||||
|
//
|
||||||
|
// Permission is granted to anyone to use this software for any purpose,
|
||||||
|
// including commercial applications, and to alter it and redistribute it freely,
|
||||||
|
// subject to the following restrictions:
|
||||||
|
//
|
||||||
|
// 1. The origin of this software must not be misrepresented; you must not
|
||||||
|
// claim that you wrote the original software. If you use this software in a
|
||||||
|
// product, an acknowledgment in the product documentation would be appreciated
|
||||||
|
// but is not required.
|
||||||
|
//
|
||||||
|
// 2. Altered source versions must be plainly marked as such, and must not
|
||||||
|
// be misrepresented as being the original software.
|
||||||
|
//
|
||||||
|
// 3. This notice may not be removed or altered from any source
|
||||||
|
// distribution.
|
||||||
|
//
|
||||||
|
// *********************************************************************************************/
|
||||||
|
|
||||||
|
const std = @import("std");
|
||||||
|
usingnamespace @import("raylib");
|
||||||
|
|
||||||
|
const max_lights = 4;
|
||||||
|
|
||||||
|
pub const Light = struct {
|
||||||
|
type: LightType,
|
||||||
|
position: Vector3,
|
||||||
|
target: Vector3,
|
||||||
|
color: Color,
|
||||||
|
enabled: bool,
|
||||||
|
|
||||||
|
// Shader locations
|
||||||
|
enabledLoc: i32,
|
||||||
|
typeLoc: i32,
|
||||||
|
posLoc: i32,
|
||||||
|
targetLoc: i32,
|
||||||
|
colorLoc: i32,
|
||||||
|
};
|
||||||
|
|
||||||
|
// Light type
|
||||||
|
pub const LightType = enum { directional, point };
|
||||||
|
|
||||||
|
var lightsCount: u32 = 0;
|
||||||
|
|
||||||
|
fn getShaderLoc(shader: Shader, name: []const u8) !i32 {
|
||||||
|
// TODO: Below code doesn't look good to me,
|
||||||
|
// it assumes a specific shader naming and structure
|
||||||
|
// Probably this implementation could be improved
|
||||||
|
// (note from original C implementation, I don't have a better idea)
|
||||||
|
var buf: [32]u8 = undefined;
|
||||||
|
const key = try std.fmt.bufPrintZ(buf[0..], "lights[{}].{s}", .{ lightsCount, name });
|
||||||
|
return GetShaderLocation(shader, key);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create a light and get shader locations
|
||||||
|
pub fn CreateLight(typ: LightType, position: Vector3, target: Vector3, color: Color, shader: Shader) !Light {
|
||||||
|
if (lightsCount >= max_lights) {
|
||||||
|
return error.TooManyLights;
|
||||||
|
}
|
||||||
|
|
||||||
|
const light = Light{
|
||||||
|
.enabled = true,
|
||||||
|
.type = typ,
|
||||||
|
.position = position,
|
||||||
|
.target = target,
|
||||||
|
.color = color,
|
||||||
|
|
||||||
|
.enabledLoc = try getShaderLoc(shader, "enabled"),
|
||||||
|
.typeLoc = try getShaderLoc(shader, "type"),
|
||||||
|
.posLoc = try getShaderLoc(shader, "position"),
|
||||||
|
.targetLoc = try getShaderLoc(shader, "target"),
|
||||||
|
.colorLoc = try getShaderLoc(shader, "color"),
|
||||||
|
};
|
||||||
|
UpdateLightValues(shader, light);
|
||||||
|
|
||||||
|
lightsCount += 1;
|
||||||
|
|
||||||
|
return light;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Send light properties to shader
|
||||||
|
// NOTE: Light shader locations should be available
|
||||||
|
pub fn UpdateLightValues(shader: Shader, light: Light) void {
|
||||||
|
// Send to shader light enabled state and type
|
||||||
|
SetShaderValue(shader, light.enabledLoc, &light.enabled, @enumToInt(ShaderUniformDataType.UNIFORM_INT));
|
||||||
|
SetShaderValue(shader, light.typeLoc, &light.type, @enumToInt(ShaderUniformDataType.UNIFORM_INT));
|
||||||
|
|
||||||
|
// Send to shader light position values
|
||||||
|
const position = [3]f32{ light.position.x, light.position.y, light.position.z };
|
||||||
|
SetShaderValue(shader, light.posLoc, &position, @enumToInt(ShaderUniformDataType.UNIFORM_VEC3));
|
||||||
|
|
||||||
|
// Send to shader light target position values
|
||||||
|
const target = [3]f32{ light.target.x, light.target.y, light.target.z };
|
||||||
|
SetShaderValue(shader, light.targetLoc, &target, @enumToInt(ShaderUniformDataType.UNIFORM_VEC3));
|
||||||
|
|
||||||
|
// Send to shader light color values
|
||||||
|
const color = [4]f32{
|
||||||
|
@intToFloat(f32, light.color.r) / 255.0,
|
||||||
|
@intToFloat(f32, light.color.g) / 255.0,
|
||||||
|
@intToFloat(f32, light.color.b) / 255.0,
|
||||||
|
@intToFloat(f32, light.color.a) / 255.0,
|
||||||
|
};
|
||||||
|
SetShaderValue(shader, light.colorLoc, &color, @enumToInt(ShaderUniformDataType.UNIFORM_VEC4));
|
||||||
|
}
|
||||||
182
examples/shaders/shaders_basic_lighting.zig
Normal file
182
examples/shaders/shaders_basic_lighting.zig
Normal file
@ -0,0 +1,182 @@
|
|||||||
|
//
|
||||||
|
// 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
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
Loading…
x
Reference in New Issue
Block a user