| @ -1,168 +0,0 @@ | |||
| /********************************************************************************************** | |||
| * | |||
| * 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) 2017-2022 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; | |||
| // Shader locations | |||
| int enabledLoc; | |||
| int typeLoc; | |||
| int positionLoc; | |||
| int targetLoc; | |||
| int colorLoc; | |||
| } 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 | |||