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- /**********************************************************************************************
- *
- * 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) 2017-2023 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.
- *
- **********************************************************************************************/
-
- #ifndef RLIGHTS_H
- #define RLIGHTS_H
-
- //----------------------------------------------------------------------------------
- // Defines and Macros
- //----------------------------------------------------------------------------------
- #define MAX_LIGHTS 4 // Max dynamic lights supported by shader
-
- //----------------------------------------------------------------------------------
- // Types and Structures Definition
- //----------------------------------------------------------------------------------
-
- // Light data
- typedef struct {
- int type;
- bool enabled;
- Vector3 position;
- Vector3 target;
- Color color;
- float attenuation;
-
- // Shader locations
- int enabledLoc;
- int typeLoc;
- int positionLoc;
- int targetLoc;
- int colorLoc;
- int attenuationLoc;
- } Light;
-
- // Light type
- typedef enum {
- LIGHT_DIRECTIONAL = 0,
- LIGHT_POINT
- } LightType;
-
- #ifdef __cplusplus
- extern "C" { // Prevents name mangling of functions
- #endif
-
- //----------------------------------------------------------------------------------
- // Module Functions Declaration
- //----------------------------------------------------------------------------------
- Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations
- void UpdateLightValues(Shader shader, Light light); // Send light properties to shader
-
- #ifdef __cplusplus
- }
- #endif
-
- #endif // RLIGHTS_H
-
-
- /***********************************************************************************
- *
- * RLIGHTS IMPLEMENTATION
- *
- ************************************************************************************/
-
- #if defined(RLIGHTS_IMPLEMENTATION)
-
- #include "raylib.h"
-
- //----------------------------------------------------------------------------------
- // Defines and Macros
- //----------------------------------------------------------------------------------
- // ...
-
- //----------------------------------------------------------------------------------
- // Types and Structures Definition
- //----------------------------------------------------------------------------------
- // ...
-
- //----------------------------------------------------------------------------------
- // Global Variables Definition
- //----------------------------------------------------------------------------------
- static int lightsCount = 0; // Current amount of created lights
-
- //----------------------------------------------------------------------------------
- // Module specific Functions Declaration
- //----------------------------------------------------------------------------------
- // ...
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition
- //----------------------------------------------------------------------------------
-
- // Create a light and get shader locations
- Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader)
- {
- Light light = { 0 };
-
- if (lightsCount < MAX_LIGHTS)
- {
- light.enabled = true;
- light.type = type;
- light.position = position;
- light.target = target;
- light.color = color;
-
- // NOTE: Lighting shader naming must be the provided ones
- light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount));
- light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount));
- light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount));
- light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount));
- light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount));
-
- UpdateLightValues(shader, light);
-
- lightsCount++;
- }
-
- return light;
- }
-
- // Send light properties to shader
- // NOTE: Light shader locations should be available
- void UpdateLightValues(Shader shader, Light light)
- {
- // Send to shader light enabled state and type
- SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
- SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
-
- // Send to shader light position values
- float position[3] = { light.position.x, light.position.y, light.position.z };
- SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
-
- // Send to shader light target position values
- float target[3] = { light.target.x, light.target.y, light.target.z };
- SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
-
- // Send to shader light color values
- float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255,
- (float)light.color.b/(float)255, (float)light.color.a/(float)255 };
- SetShaderValue(shader, light.colorLoc, color, SHADER_UNIFORM_VEC4);
- }
-
- #endif // RLIGHTS_IMPLEMENTATION
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