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Reviewed DrawLight() function and some tweaks

pull/124/head
Ray 8 years ago
parent
commit
caa7bc366b
4 changed files with 51 additions and 46 deletions
  1. +6
    -6
      examples/shaders_standard_lighting.c
  2. +29
    -0
      src/models.c
  3. +9
    -9
      src/raylib.h
  4. +7
    -31
      src/rlgl.c

+ 6
- 6
examples/shaders_standard_lighting.c View File

@ -33,12 +33,12 @@ int main()
Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Material material = LoadStandardMaterial();
material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
material.colDiffuse = (Color){255, 255, 255, 255};
material.colAmbient = (Color){0, 0, 10, 255};
@ -46,8 +46,6 @@ int main()
material.glossiness = 50.0f;
dwarf.material = material; // Apply material to model
Model dwarf2 = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
@ -91,7 +89,9 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawLights(); // Draw all created lights in 3D world
DrawLight(spotLight); // Draw spot light
DrawLight(dirLight); // Draw directional light
DrawLight(pointLight); // Draw point light
DrawGrid(10, 1.0f); // Draw a grid

+ 29
- 0
src/models.c View File

@ -569,6 +569,35 @@ void DrawGizmo(Vector3 position)
rlPopMatrix();
}
// Draw light in 3D world
void DrawLight(Light light)
{
switch (light->type)
{
case LIGHT_POINT:
{
DrawSphereWires(light->position, 0.3f*light->intensity, 4, 8, (light->enabled ? light->diffuse : BLACK));
Draw3DCircle(light->position, light->radius, 0.0f, (Vector3){ 0, 0, 0 }, (light->enabled ? light->diffuse : BLACK));
Draw3DCircle(light->position, light->radius, 90.0f, (Vector3){ 1, 0, 0 }, (light->enabled ? light->diffuse : BLACK));
Draw3DCircle(light->position, light->radius, 90.0f, (Vector3){ 0, 1, 0 }, (light->enabled ? light->diffuse : BLACK));
} break;
case LIGHT_DIRECTIONAL:
{
Draw3DLine(light->position, light->target, (light->enabled ? light->diffuse : BLACK));
DrawSphereWires(light->position, 0.3f*light->intensity, 4, 8, (light->enabled ? light->diffuse : BLACK));
DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : BLACK));
} break;
case LIGHT_SPOT:
{
Draw3DLine(light->position, light->target, (light->enabled ? light->diffuse : BLACK));
DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : BLACK));
DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : BLACK));
} break;
default: break;
}
}
// Load a 3d model (from file)
Model LoadModel(const char *fileName)
{

+ 9
- 9
src/raylib.h View File

@ -431,18 +431,18 @@ typedef struct Model {
// Light type
typedef struct LightData {
int id;
int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled;
unsigned int id; // Light id
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled; // Light enabled
Vector3 position;
Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Lost of light intensity with distance (world distance)
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
Color diffuse; // Light color
Color diffuse; // Light diffuse color
float intensity; // Light intensity level
float coneAngle; // Spot light max angle
float coneAngle; // Light cone max angle: LIGHT_SPOT
} LightData, *Light;
// Light types
@ -817,6 +817,7 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Color color);
void DrawRay(Ray ray, Color color); // Draw a ray line
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawLight(Light light); // Draw light in 3D world
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
@ -873,7 +874,6 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // S
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
void DrawLights(void); // Draw all created lights in 3D world
void DestroyLight(Light light); // Destroy a light and take it out of the list
//----------------------------------------------------------------------------------

+ 7
- 31
src/rlgl.c View File

@ -1069,6 +1069,13 @@ void rlglClose(void)
// Delete default white texture
glDeleteTextures(1, &whiteTexture);
TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
// Unload lights
if (lightsCount > 0)
{
for (int i = 0; i < lightsCount; i++) free(lights[i]);
lightsCount = 0;
}
free(draws);
#endif
@ -2292,37 +2299,6 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
return light;
}
// Draw all created lights in 3D world
void DrawLights(void)
{
for (int i = 0; i < lightsCount; i++)
{
switch (lights[i]->type)
{
case LIGHT_POINT:
{
DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
Draw3DCircle(lights[i]->position, lights[i]->radius, 0.0f, (Vector3){ 0, 0, 0 }, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
Draw3DCircle(lights[i]->position, lights[i]->radius, 90.0f, (Vector3){ 1, 0, 0 }, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
Draw3DCircle(lights[i]->position, lights[i]->radius, 90.0f, (Vector3){ 0, 1, 0 }, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
} break;
case LIGHT_DIRECTIONAL:
{
Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
} break;
case LIGHT_SPOT:
{
Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
DrawCylinderWires(lights[i]->position, 0.0f, 0.3f*lights[i]->coneAngle/50, 0.6f, 5, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
} break;
default: break;
}
}
}
// Destroy a light and take it out of the list
void DestroyLight(Light light)
{

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