|
/**********************************************************************************************
|
|
*
|
|
* raylib lighting engine module - Lighting and materials management functions
|
|
*
|
|
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
|
|
*
|
|
* 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.
|
|
*
|
|
**********************************************************************************************/
|
|
|
|
//#define LIGHTING_STANDALONE // NOTE: To use the lighting module as standalone lib, just uncomment this line
|
|
|
|
#if defined(LIGHTING_STANDALONE)
|
|
#include "lighting.h"
|
|
#else
|
|
#include "raylib.h"
|
|
#endif
|
|
|
|
#include <string.h>
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Defines and Macros
|
|
//----------------------------------------------------------------------------------
|
|
//...
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Types and Structures Definitions
|
|
//----------------------------------------------------------------------------------
|
|
//...
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Lights functions
|
|
void SetLightPosition(Light *light, Vector3 position)
|
|
{
|
|
light->position[0] = position.x;
|
|
light->position[1] = position.y;
|
|
light->position[2] = position.z;
|
|
}
|
|
|
|
void SetLightRotation(Light *light, Vector3 rotation)
|
|
{
|
|
light->rotation[0] = rotation.x;
|
|
light->rotation[1] = rotation.y;
|
|
light->rotation[2] = rotation.z;
|
|
}
|
|
|
|
void SetLightIntensity(Light *light, float intensity)
|
|
{
|
|
light->intensity[0] = intensity;
|
|
}
|
|
|
|
void SetLightAmbientColor(Light *light, Vector3 color)
|
|
{
|
|
light->ambientColor[0] = color.x;
|
|
light->ambientColor[1] = color.y;
|
|
light->ambientColor[2] = color.z;
|
|
}
|
|
|
|
void SetLightDiffuseColor(Light *light, Vector3 color)
|
|
{
|
|
light->diffuseColor[0] = color.x;
|
|
light->diffuseColor[1] = color.y;
|
|
light->diffuseColor[2] = color.z;
|
|
}
|
|
|
|
void SetLightSpecularColor(Light *light, Vector3 color)
|
|
{
|
|
light->specularColor[0] = color.x;
|
|
light->specularColor[1] = color.y;
|
|
light->specularColor[2] = color.z;
|
|
}
|
|
|
|
void SetLightSpecIntensity(Light *light, float specIntensity)
|
|
{
|
|
light->specularIntensity[0] = specIntensity;
|
|
}
|
|
|
|
// Materials functions
|
|
void SetMaterialAmbientColor(Material *material, Vector3 color)
|
|
{
|
|
material->ambientColor[0] = color.x;
|
|
material->ambientColor[1] = color.y;
|
|
material->ambientColor[2] = color.z;
|
|
}
|
|
|
|
void SetMaterialDiffuseColor(Material *material, Vector3 color)
|
|
{
|
|
material->diffuseColor[0] = color.x;
|
|
material->diffuseColor[1] = color.y;
|
|
material->diffuseColor[2] = color.z;
|
|
}
|
|
|
|
void SetMaterialSpecularColor(Material *material, Vector3 color)
|
|
{
|
|
material->specularColor[0] = color.x;
|
|
material->specularColor[1] = color.y;
|
|
material->specularColor[2] = color.z;
|
|
}
|
|
|
|
void SetMaterialGlossiness(Material *material, float glossiness)
|
|
{
|
|
material->glossiness[0] = glossiness;
|
|
}
|
|
|
|
void SetMaterialNormalDepth(Material *material, float depth)
|
|
{
|
|
material->normalDepth[0] = depth;
|
|
}
|