------------------------------------------------------------------------------------ Program main entry point ------------------------------------------------------------------------------------
| 37 | // Program main entry point |
| 38 | //------------------------------------------------------------------------------------ |
| 39 | int main(void) |
| 40 | { |
| 41 | // Initialization |
| 42 | //-------------------------------------------------------------------------------------- |
| 43 | const int screenWidth = 800; |
| 44 | const int screenHeight = 450; |
| 45 | |
| 46 | SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) |
| 47 | InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting"); |
| 48 | |
| 49 | // Define the camera to look into our 3d world |
| 50 | raylib::Camera camera; |
| 51 | camera.position = Vector3{ 2.0f, 4.0f, 6.0f }; // Camera position |
| 52 | camera.target = Vector3{ 0.0f, 0.5f, 0.0f }; // Camera looking at point |
| 53 | camera.up = Vector3{ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) |
| 54 | camera.fovy = 45.0f; // Camera field-of-view Y |
| 55 | camera.projection = CAMERA_PERSPECTIVE; // Camera projection type |
| 56 | |
| 57 | // Load basic lighting shader |
| 58 | raylib::Shader shader (TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION), |
| 59 | TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); |
| 60 | // Get some required shader locations |
| 61 | shader.locs[SHADER_LOC_VECTOR_VIEW] = shader.GetLocation("viewPos"); |
| 62 | // NOTE: "matModel" location name is automatically assigned on shader loading, |
| 63 | // no need to get the location again if using that uniform name |
| 64 | //shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); |
| 65 | |
| 66 | // Ambient light level (some basic lighting) |
| 67 | int ambientLoc = shader.GetLocation("ambient"); |
| 68 | std::array<float, 4> ambientValues = {0.1f, 0.1f, 0.1f, 1.0f}; |
| 69 | shader.SetValue(ambientLoc, ambientValues.data(), SHADER_UNIFORM_VEC4); |
| 70 | |
| 71 | // Create lights |
| 72 | std::array<Light, MAX_LIGHTS> lights = { |
| 73 | CreateLight(LIGHT_POINT, Vector3 {-2, 1, -2}, Vector3Zero(), YELLOW, shader), |
| 74 | CreateLight(LIGHT_POINT, Vector3 {2, 1, 2}, Vector3Zero(), RED, shader), |
| 75 | CreateLight(LIGHT_POINT, Vector3 {-2, 1, 2}, Vector3Zero(), GREEN, shader), |
| 76 | CreateLight(LIGHT_POINT, Vector3 {2, 1, -2}, Vector3Zero(), BLUE, shader), |
| 77 | }; |
| 78 | |
| 79 | SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
| 80 | //-------------------------------------------------------------------------------------- |
| 81 | |
| 82 | // Main game loop |
| 83 | while (!WindowShouldClose()) // Detect window close button or ESC key |
| 84 | { |
| 85 | // Update |
| 86 | //---------------------------------------------------------------------------------- |
| 87 | camera.Update(CAMERA_ORBITAL); |
| 88 | |
| 89 | // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }) |
| 90 | std::array<float, 3> cameraPos = { camera.position.x, camera.position.y, camera.position.z }; |
| 91 | SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos.data(), SHADER_UNIFORM_VEC3); |
| 92 | |
| 93 | // Check key inputs to enable/disable lights |
| 94 | if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; } |
| 95 | if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; } |
| 96 | if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; } |
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