/*******************************************************************************************
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								*
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								*   raylib [shaders] example - Standard lighting (materials and lights)
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								*
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								*   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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								*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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								*
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								*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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								*         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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								*         raylib comes with shaders ready for both versions, check raylib/shaders install folder
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								*
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								*   This example has been created using raylib 1.7 (www.raylib.com)
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								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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								*
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								*   Copyright (c) 2016-2017 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include <stdlib.h>         // Required for: NULL
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								#include <string.h>         // Required for: strcpy()
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								#include <math.h>           // Required for: vector math
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								//----------------------------------------------------------------------------------
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								// Defines and Macros
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								//----------------------------------------------------------------------------------
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								#define MAX_LIGHTS      8   // Max lights supported by standard shader
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								//----------------------------------------------------------------------------------
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								// Types and Structures Definition
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								//----------------------------------------------------------------------------------
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								// Light type
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								typedef struct LightData {
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								    unsigned int id;        // Light unique id
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								    bool enabled;           // Light enabled
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								    int type;               // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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								    Vector3 position;       // Light position
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								    Vector3 target;         // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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								    float radius;           // Light attenuation radius light intensity reduced with distance (world distance)
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								    Color diffuse;          // Light diffuse color
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								    float intensity;        // Light intensity level
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								    float coneAngle;        // Light cone max angle: LIGHT_SPOT
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								} LightData, *Light;
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								// Light types
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								typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
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								//----------------------------------------------------------------------------------
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								// Global Variables Definition
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								//----------------------------------------------------------------------------------
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								static Light lights[MAX_LIGHTS];            // Lights pool
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								static int lightsCount = 0;                 // Enabled lights counter
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								static int lightsLocs[MAX_LIGHTS][8];       // Lights location points in shader: 8 possible points per light: 
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								                                            // enabled, type, position, target, radius, diffuse, intensity, coneAngle
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								//----------------------------------------------------------------------------------
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								// Module Functions Declaration
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								//----------------------------------------------------------------------------------
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								static Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
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								static void DestroyLight(Light light);     // Destroy a light and take it out of the list
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								static void DrawLight(Light light);        // Draw light in 3D world
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								static void GetShaderLightsLocations(Shader shader);    // Get shader locations for lights (up to MAX_LIGHTS)
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								static void SetShaderLightsValues(Shader shader);       // Set shader uniform values for lights
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								// Vector3 math functions
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								static float VectorLength(const Vector3 v);             // Calculate vector length
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								static void VectorNormalize(Vector3 *v);                // Normalize provided vector
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								static Vector3 VectorSubtract(Vector3 v1, Vector3 v2);  // Substract two vectors
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								//https://www.gamedev.net/topic/655969-speed-gluniform-vs-uniform-buffer-objects/
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								//https://www.reddit.com/r/opengl/comments/4ri20g/is_gluniform_more_expensive_than_glprogramuniform/
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								//http://cg.alexandra.dk/?p=3778 - AZDO
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								//https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html
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								//------------------------------------------------------------------------------------
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								// Program main entry point
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								//------------------------------------------------------------------------------------
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								int main()
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    int screenWidth = 800;
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								    int screenHeight = 450;
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								    SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available)
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								    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
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								    // Define the camera to look into our 3d world
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								    Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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								    Vector3 position = { 0.0f, 0.0f, 0.0f };   // Set model position
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								    Model model = LoadModel("../models/resources/pbr/trooper.obj");                     // Load OBJ model
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								    Material material = { 0 };
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								    material.shader = LoadShader("resources/shaders/glsl330/standard.vs", 
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								                                 "resources/shaders/glsl330/standard.fs");
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								    // Try to get lights location points (if available)
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								    GetShaderLightsLocations(material.shader);
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								    material.maps[MAP_DIFFUSE].texture = LoadTexture("../models/resources/pbr/trooper_albedo.png");   // Load model diffuse texture
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								    material.maps[MAP_NORMAL].texture = LoadTexture("../models/resources/pbr/trooper_normals.png");     // Load model normal texture
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								    material.maps[MAP_SPECULAR].texture = LoadTexture("../models/resources/pbr/trooper_roughness.png"); // Load model specular texture
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								    material.maps[MAP_DIFFUSE].color = WHITE;
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								    material.maps[MAP_SPECULAR].color = WHITE;
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								    model.materials[0] = material;      // Apply material to model
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								    Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
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								    spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
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								    spotLight->intensity = 2.0f;
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								    spotLight->diffuse = (Color){255, 100, 100, 255};
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								    spotLight->coneAngle = 60.0f;
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								    Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
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								    dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
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								    dirLight->intensity = 2.0f;
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								    dirLight->diffuse = (Color){100, 255, 100, 255};
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								    Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
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								    pointLight->intensity = 2.0f;
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								    pointLight->diffuse = (Color){100, 100, 255, 255};
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								    pointLight->radius = 3.0f;
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								    // Set shader lights values for enabled lights
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								    // NOTE: If values are not changed in real time, they can be set at initialization!!!
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								    SetShaderLightsValues(material.shader);
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								    // Setup orbital camera
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								    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
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								    SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
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								    //--------------------------------------------------------------------------------------
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								    // Main game loop
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								    while (!WindowShouldClose())            // Detect window close button or ESC key
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								    {
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								        // Update
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								        //----------------------------------------------------------------------------------
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								        UpdateCamera(&camera);              // Update camera
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								        //----------------------------------------------------------------------------------
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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								            ClearBackground(RAYWHITE);
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								            BeginMode3D(camera);
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								                DrawModel(model, position, 2.0f, WHITE);   // Draw 3d model with texture
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								                DrawLight(spotLight);   // Draw spot light
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								                DrawLight(dirLight);    // Draw directional light
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								                DrawLight(pointLight);  // Draw point light
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								                DrawGrid(10, 1.0f);     // Draw a grid
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								            EndMode3D();
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								            DrawFPS(10, 10);
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								        EndDrawing();
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								        //----------------------------------------------------------------------------------
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								    }
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								    // De-Initialization
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								    //--------------------------------------------------------------------------------------
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								    UnloadMaterial(material);   // Unload material and assigned textures
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								    UnloadModel(model);         // Unload model
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								    // Destroy all created lights
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								    DestroyLight(pointLight);
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								    DestroyLight(dirLight);
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								    DestroyLight(spotLight);
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								    // Unload lights
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								    if (lightsCount > 0)
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								    {
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								        for (int i = 0; i < lightsCount; i++) free(lights[i]);
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								        lightsCount = 0;
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								    }
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								    CloseWindow();              // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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								//--------------------------------------------------------------------------------------------
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								// Module Functions Definitions
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								//--------------------------------------------------------------------------------------------
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								// Create a new light, initialize it and add to pool
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								Light CreateLight(int type, Vector3 position, Color diffuse)
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								{
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								    Light light = NULL;
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								    if (lightsCount < MAX_LIGHTS)
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								    {
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								        // Allocate dynamic memory
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								        light = (Light)malloc(sizeof(LightData));
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								        // Initialize light values with generic values
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								        light->id = lightsCount;
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								        light->type = type;
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								        light->enabled = true;
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								        light->position = position;
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								        light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
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								        light->intensity = 1.0f;
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								        light->diffuse = diffuse;
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								        // Add new light to the array
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								        lights[lightsCount] = light;
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								        // Increase enabled lights count
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								        lightsCount++;
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								    }
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								    else
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								    {
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								        // NOTE: Returning latest created light to avoid crashes
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								        light = lights[lightsCount];
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								    }
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								    return light;
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								}
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								// Destroy a light and take it out of the list
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								void DestroyLight(Light light)
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								{
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								    if (light != NULL)
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								    {
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								        int lightId = light->id;
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								        // Free dynamic memory allocation
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								        free(lights[lightId]);
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								        // Remove *obj from the pointers array
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								        for (int i = lightId; i < lightsCount; i++)
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								        {
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								            // Resort all the following pointers of the array
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								            if ((i + 1) < lightsCount)
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								            {
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								                lights[i] = lights[i + 1];
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								                lights[i]->id = lights[i + 1]->id;
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								            }
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								        }
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								        // Decrease enabled physic objects count
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								        lightsCount--;
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								    }
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								}
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								// Draw light in 3D world
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								void DrawLight(Light light)
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								{
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								    switch (light->type)
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								    {
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								        case LIGHT_POINT:
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								        {
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								            DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
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								            DrawCircle3D(light->position, light->radius, (Vector3){ 0, 0, 0 }, 0.0f, (light->enabled ? light->diffuse : GRAY));
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								            DrawCircle3D(light->position, light->radius, (Vector3){ 1, 0, 0 }, 90.0f, (light->enabled ? light->diffuse : GRAY));
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								            DrawCircle3D(light->position, light->radius, (Vector3){ 0, 1, 0 },90.0f, (light->enabled ? light->diffuse : GRAY));
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								        } break;
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								        case LIGHT_DIRECTIONAL:
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								        {
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								            DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
							 | 
						|
								            
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								            DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
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								            DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
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								        } break;
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								        case LIGHT_SPOT:
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								        {
							 | 
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								            DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
							 | 
						|
								            
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								            Vector3 dir = VectorSubtract(light->target, light->position);
							 | 
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								            VectorNormalize(&dir);
							 | 
						|
								            
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						|
								            DrawCircle3D(light->position, 0.5f, dir, 0.0f, (light->enabled ? light->diffuse : GRAY));
							 | 
						|
								            
							 | 
						|
								            //DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY));
							 | 
						|
								            DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
							 | 
						|
								        } break;
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								        default: break;
							 | 
						|
								    }
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						|
								}
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						|
								
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								// Get shader locations for lights (up to MAX_LIGHTS)
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								static void GetShaderLightsLocations(Shader shader)
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								{
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								    char locName[32] = "lights[x].\0";
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						|
								    char locNameUpdated[64];
							 | 
						|
								    
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								    for (int i = 0; i < MAX_LIGHTS; i++)
							 | 
						|
								    {
							 | 
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								        locName[7] = '0' + i;
							 | 
						|
								        
							 | 
						|
								        strcpy(locNameUpdated, locName);
							 | 
						|
								        strcat(locNameUpdated, "enabled\0");
							 | 
						|
								        lightsLocs[i][0] = GetShaderLocation(shader, locNameUpdated);
							 | 
						|
								        
							 | 
						|
								        locNameUpdated[0] = '\0';
							 | 
						|
								        strcpy(locNameUpdated, locName);
							 | 
						|
								        strcat(locNameUpdated, "type\0");
							 | 
						|
								        lightsLocs[i][1] = GetShaderLocation(shader, locNameUpdated);
							 | 
						|
								
							 | 
						|
								        locNameUpdated[0] = '\0';
							 | 
						|
								        strcpy(locNameUpdated, locName);
							 | 
						|
								        strcat(locNameUpdated, "position\0");
							 | 
						|
								        lightsLocs[i][2] = GetShaderLocation(shader, locNameUpdated);
							 | 
						|
								        
							 | 
						|
								        locNameUpdated[0] = '\0';
							 | 
						|
								        strcpy(locNameUpdated, locName);
							 | 
						|
								        strcat(locNameUpdated, "direction\0");
							 | 
						|
								        lightsLocs[i][3] = GetShaderLocation(shader, locNameUpdated);
							 | 
						|
								        
							 | 
						|
								        locNameUpdated[0] = '\0';
							 | 
						|
								        strcpy(locNameUpdated, locName);
							 | 
						|
								        strcat(locNameUpdated, "radius\0");
							 | 
						|
								        lightsLocs[i][4] = GetShaderLocation(shader, locNameUpdated);
							 | 
						|
								        
							 | 
						|
								        locNameUpdated[0] = '\0';
							 | 
						|
								        strcpy(locNameUpdated, locName);
							 | 
						|
								        strcat(locNameUpdated, "diffuse\0");
							 | 
						|
								        lightsLocs[i][5] = GetShaderLocation(shader, locNameUpdated);
							 | 
						|
								        
							 | 
						|
								        locNameUpdated[0] = '\0';
							 | 
						|
								        strcpy(locNameUpdated, locName);
							 | 
						|
								        strcat(locNameUpdated, "intensity\0");
							 | 
						|
								        lightsLocs[i][6] = GetShaderLocation(shader, locNameUpdated);
							 | 
						|
								        
							 | 
						|
								        locNameUpdated[0] = '\0';
							 | 
						|
								        strcpy(locNameUpdated, locName);
							 | 
						|
								        strcat(locNameUpdated, "coneAngle\0");
							 | 
						|
								        lightsLocs[i][7] = GetShaderLocation(shader, locNameUpdated);
							 | 
						|
								    }
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Set shader uniform values for lights
							 | 
						|
								// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0
							 | 
						|
								static void SetShaderLightsValues(Shader shader)
							 | 
						|
								{
							 | 
						|
								    int tempInt[8] = { 0 };
							 | 
						|
								    float tempFloat[8] = { 0.0f };
							 | 
						|
								    
							 | 
						|
								    for (int i = 0; i < MAX_LIGHTS; i++)
							 | 
						|
								    {
							 | 
						|
								        if (i < lightsCount)
							 | 
						|
								        {
							 | 
						|
								            tempInt[0] = lights[i]->enabled;
							 | 
						|
								            SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], lights[i]->enabled);
							 | 
						|
								            
							 | 
						|
								            tempInt[0] = lights[i]->type;
							 | 
						|
								            SetShaderValue(shader, lightsLocs[i][1], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][1], lights[i]->type);
							 | 
						|
								            
							 | 
						|
								            tempFloat[0] = (float)lights[i]->diffuse.r/255.0f;
							 | 
						|
								            tempFloat[1] = (float)lights[i]->diffuse.g/255.0f;
							 | 
						|
								            tempFloat[2] = (float)lights[i]->diffuse.b/255.0f;
							 | 
						|
								            tempFloat[3] = (float)lights[i]->diffuse.a/255.0f;
							 | 
						|
								            SetShaderValue(shader, lightsLocs[i][5], tempFloat, UNIFORM_VEC4);
							 | 
						|
								            //glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
							 | 
						|
								            
							 | 
						|
								            tempFloat[0] = lights[i]->intensity;
							 | 
						|
								            SetShaderValue(shader, lightsLocs[i][6], tempFloat, UNIFORM_FLOAT);
							 | 
						|
								            
							 | 
						|
								            switch (lights[i]->type)
							 | 
						|
								            {
							 | 
						|
								                case LIGHT_POINT:
							 | 
						|
								                {
							 | 
						|
								                    tempFloat[0] = lights[i]->position.x;
							 | 
						|
								                    tempFloat[1] = lights[i]->position.y;
							 | 
						|
								                    tempFloat[2] = lights[i]->position.z;
							 | 
						|
								                    SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3);
							 | 
						|
								
							 | 
						|
								                    tempFloat[0] = lights[i]->radius;
							 | 
						|
								                    SetShaderValue(shader, lightsLocs[i][4], tempFloat, UNIFORM_FLOAT);
							 | 
						|
								            
							 | 
						|
								                    //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
							 | 
						|
								                    //glUniform1f(lightsLocs[i][4], lights[i]->radius);
							 | 
						|
								                } break;
							 | 
						|
								                case LIGHT_DIRECTIONAL:
							 | 
						|
								                {
							 | 
						|
								                    Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
							 | 
						|
								                    VectorNormalize(&direction);
							 | 
						|
								                    
							 | 
						|
								                    tempFloat[0] = direction.x;
							 | 
						|
								                    tempFloat[1] = direction.y;
							 | 
						|
								                    tempFloat[2] = direction.z;
							 | 
						|
								                    SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3);
							 | 
						|
								                    
							 | 
						|
								                    //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
							 | 
						|
								                } break;
							 | 
						|
								                case LIGHT_SPOT:
							 | 
						|
								                {
							 | 
						|
								                    tempFloat[0] = lights[i]->position.x;
							 | 
						|
								                    tempFloat[1] = lights[i]->position.y;
							 | 
						|
								                    tempFloat[2] = lights[i]->position.z;
							 | 
						|
								                    SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3);
							 | 
						|
								                    
							 | 
						|
								                    //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
							 | 
						|
								                    
							 | 
						|
								                    Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
							 | 
						|
								                    VectorNormalize(&direction);
							 | 
						|
								                    
							 | 
						|
								                    tempFloat[0] = direction.x;
							 | 
						|
								                    tempFloat[1] = direction.y;
							 | 
						|
								                    tempFloat[2] = direction.z;
							 | 
						|
								                    SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3);
							 | 
						|
								                    //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
							 | 
						|
								                    
							 | 
						|
								                    tempFloat[0] = lights[i]->coneAngle;
							 | 
						|
								                    SetShaderValue(shader, lightsLocs[i][7], tempFloat, UNIFORM_FLOAT);
							 | 
						|
								                    //glUniform1f(lightsLocs[i][7], lights[i]->coneAngle);
							 | 
						|
								                } break;
							 | 
						|
								                default: break;
							 | 
						|
								            }
							 | 
						|
								        }
							 | 
						|
								        else
							 | 
						|
								        {
							 | 
						|
								            tempInt[0] = 0;
							 | 
						|
								            SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], 0);   // Light disabled
							 | 
						|
								        }
							 | 
						|
								    }
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Calculate vector length
							 | 
						|
								float VectorLength(const Vector3 v)
							 | 
						|
								{
							 | 
						|
								    float length;
							 | 
						|
								
							 | 
						|
								    length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
							 | 
						|
								
							 | 
						|
								    return length;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Normalize provided vector
							 | 
						|
								void VectorNormalize(Vector3 *v)
							 | 
						|
								{
							 | 
						|
								    float length, ilength;
							 | 
						|
								
							 | 
						|
								    length = VectorLength(*v);
							 | 
						|
								
							 | 
						|
								    if (length == 0.0f) length = 1.0f;
							 | 
						|
								
							 | 
						|
								    ilength = 1.0f/length;
							 | 
						|
								
							 | 
						|
								    v->x *= ilength;
							 | 
						|
								    v->y *= ilength;
							 | 
						|
								    v->z *= ilength;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Substract two vectors
							 | 
						|
								Vector3 VectorSubtract(Vector3 v1, Vector3 v2)
							 | 
						|
								{
							 | 
						|
								    Vector3 result;
							 | 
						|
								
							 | 
						|
								    result.x = v1.x - v2.x;
							 | 
						|
								    result.y = v1.y - v2.y;
							 | 
						|
								    result.z = v1.z - v2.z;
							 | 
						|
								
							 | 
						|
								    return result;
							 | 
						|
								}
							 |