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/**********************************************************************************************
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*
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* raylib.lights - Some useful functions to deal with lights data
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*
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* CONFIGURATION:
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*
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* #define RLIGHTS_IMPLEMENTATION
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* Generates the implementation of the library into the included file.
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2017 Victor Fisac and Ramon Santamaria
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RLIGHTS_H
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#define RLIGHTS_H
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MAX_LIGHTS 4 // Max lights supported by shader
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#define LIGHT_DISTANCE 3.5f // Light distance from world center
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#define LIGHT_HEIGHT 1.0f // Light height position
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum {
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LIGHT_DIRECTIONAL,
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LIGHT_POINT
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} LightType;
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typedef struct {
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bool enabled;
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LightType type;
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Vector3 position;
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Vector3 target;
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Color color;
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int enabledLoc;
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int typeLoc;
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int posLoc;
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int targetLoc;
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int colorLoc;
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} Light;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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int lightsCount = 0; // Current amount of created lights
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader); // Defines a light and get locations from PBR shader
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void UpdateLightValues(Shader shader, Light light); // Send to PBR shader light values
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#ifdef __cplusplus
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}
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#endif
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#endif // RLIGHTS_H
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/***********************************************************************************
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*
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* RLIGHTS IMPLEMENTATION
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*
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************************************************************************************/
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#if defined(RLIGHTS_IMPLEMENTATION)
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#include "raylib.h"
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Defines a light and get locations from PBR shader
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Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader)
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{
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Light light = { 0 };
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if (lightsCount < MAX_LIGHTS)
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{
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light.enabled = true;
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light.type = type;
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light.position = pos;
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light.target = targ;
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light.color = color;
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char enabledName[32] = "lights[x].enabled\0";
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char typeName[32] = "lights[x].type\0";
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char posName[32] = "lights[x].position\0";
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char targetName[32] = "lights[x].target\0";
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char colorName[32] = "lights[x].color\0";
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enabledName[7] = '0' + lightsCount;
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typeName[7] = '0' + lightsCount;
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posName[7] = '0' + lightsCount;
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targetName[7] = '0' + lightsCount;
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colorName[7] = '0' + lightsCount;
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light.enabledLoc = GetShaderLocation(shader, enabledName);
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light.typeLoc = GetShaderLocation(shader, typeName);
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light.posLoc = GetShaderLocation(shader, posName);
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light.targetLoc = GetShaderLocation(shader, targetName);
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light.colorLoc = GetShaderLocation(shader, colorName);
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UpdateLightValues(shader, light);
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lightsCount++;
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}
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return light;
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}
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// Send to PBR shader light values
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void UpdateLightValues(Shader shader, Light light)
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{
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// Send to shader light enabled state and type
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SetShaderValuei(shader, light.enabledLoc, (int[1]){ light.enabled }, 1);
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SetShaderValuei(shader, light.typeLoc, (int[1]){ light.type }, 1);
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// Send to shader light position values
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float position[3] = { light.position.x, light.position.y, light.position.z };
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SetShaderValue(shader, light.posLoc, position, 3);
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// Send to shader light target position values
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float target[3] = { light.target.x, light.target.y, light.target.z };
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SetShaderValue(shader, light.targetLoc, target, 3);
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// Send to shader light color values
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float diff[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 };
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SetShaderValue(shader, light.colorLoc, diff, 4);
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}
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#endif // RLIGHTS_IMPLEMENTATION
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