/*******************************************************************************************
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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 dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Material material;// = LoadStandardMaterial();
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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.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
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material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
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material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
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material.colDiffuse = WHITE;
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material.colAmbient = (Color){0, 0, 10, 255};
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material.colSpecular = WHITE;
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material.glossiness = 50.0f;
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dwarf.material = 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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//SetShaderActive(0);
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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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Begin3dMode(camera);
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DrawModel(dwarf, 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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End3dMode();
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
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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(dwarf); // 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));
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//DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (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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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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{
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locName[7] = '0' + i;
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "enabled\0");
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lightsLocs[i][0] = GetShaderLocation(shader, locNameUpdated);
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locNameUpdated[0] = '\0';
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "type\0");
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lightsLocs[i][1] = GetShaderLocation(shader, locNameUpdated);
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locNameUpdated[0] = '\0';
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "position\0");
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lightsLocs[i][2] = GetShaderLocation(shader, locNameUpdated);
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locNameUpdated[0] = '\0';
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "direction\0");
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lightsLocs[i][3] = GetShaderLocation(shader, locNameUpdated);
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locNameUpdated[0] = '\0';
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "radius\0");
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lightsLocs[i][4] = GetShaderLocation(shader, locNameUpdated);
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locNameUpdated[0] = '\0';
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "diffuse\0");
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lightsLocs[i][5] = GetShaderLocation(shader, locNameUpdated);
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locNameUpdated[0] = '\0';
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "intensity\0");
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lightsLocs[i][6] = GetShaderLocation(shader, locNameUpdated);
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locNameUpdated[0] = '\0';
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strcpy(locNameUpdated, locName);
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strcat(locNameUpdated, "coneAngle\0");
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lightsLocs[i][7] = GetShaderLocation(shader, locNameUpdated);
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}
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}
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// Set shader uniform values for lights
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// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0
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// TODO: Replace glUniform1i(), glUniform1f(), glUniform3f(), glUniform4f():
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//SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
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//SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
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static void SetShaderLightsValues(Shader shader)
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{
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int tempInt[8] = { 0 };
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float tempFloat[8] = { 0.0f };
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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if (i < lightsCount)
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{
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tempInt[0] = lights[i]->enabled;
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SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], lights[i]->enabled);
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tempInt[0] = lights[i]->type;
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SetShaderValuei(shader, lightsLocs[i][1], tempInt, 1); //glUniform1i(lightsLocs[i][1], lights[i]->type);
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tempFloat[0] = (float)lights[i]->diffuse.r/255.0f;
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tempFloat[1] = (float)lights[i]->diffuse.g/255.0f;
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tempFloat[2] = (float)lights[i]->diffuse.b/255.0f;
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tempFloat[3] = (float)lights[i]->diffuse.a/255.0f;
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SetShaderValue(shader, lightsLocs[i][5], tempFloat, 4);
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//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);
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tempFloat[0] = lights[i]->intensity;
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SetShaderValue(shader, lightsLocs[i][6], tempFloat, 1);
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switch (lights[i]->type)
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{
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case LIGHT_POINT:
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{
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tempFloat[0] = lights[i]->position.x;
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tempFloat[1] = lights[i]->position.y;
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tempFloat[2] = lights[i]->position.z;
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SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3);
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tempFloat[0] = lights[i]->radius;
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SetShaderValue(shader, lightsLocs[i][4], tempFloat, 1);
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//glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
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//glUniform1f(lightsLocs[i][4], lights[i]->radius);
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} break;
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case LIGHT_DIRECTIONAL:
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{
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Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
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VectorNormalize(&direction);
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tempFloat[0] = direction.x;
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tempFloat[1] = direction.y;
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tempFloat[2] = direction.z;
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SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3);
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//glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
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} break;
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case LIGHT_SPOT:
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{
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tempFloat[0] = lights[i]->position.x;
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tempFloat[1] = lights[i]->position.y;
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tempFloat[2] = lights[i]->position.z;
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SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3);
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//glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
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Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
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VectorNormalize(&direction);
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tempFloat[0] = direction.x;
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tempFloat[1] = direction.y;
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tempFloat[2] = direction.z;
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SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3);
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//glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
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tempFloat[0] = lights[i]->coneAngle;
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SetShaderValue(shader, lightsLocs[i][7], tempFloat, 1);
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//glUniform1f(lightsLocs[i][7], lights[i]->coneAngle);
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} break;
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default: break;
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}
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}
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else
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{
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tempInt[0] = 0;
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SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], 0); // Light disabled
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}
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}
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}
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// Calculate vector length
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float VectorLength(const Vector3 v)
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{
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float length;
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length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
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return length;
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}
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// Normalize provided vector
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void VectorNormalize(Vector3 *v)
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{
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float length, ilength;
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length = VectorLength(*v);
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if (length == 0.0f) length = 1.0f;
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ilength = 1.0f/length;
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v->x *= ilength;
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v->y *= ilength;
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v->z *= ilength;
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}
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// Substract two vectors
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Vector3 VectorSubtract(Vector3 v1, Vector3 v2)
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{
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Vector3 result;
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result.x = v1.x - v2.x;
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result.y = v1.y - v2.y;
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result.z = v1.z - v2.z;
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return result;
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}
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