Added lighting engine module

- New lighting engine module which contains new data types Light and
Material. These data types and functions facilitates making a basic 3D
iluminated program with a light and a model.

- Added lighting engine module example (currently included in raylib.h;
it might be compiled by separate and include lighting.h in game source C
file).

- Corrected some opengl defines control structures and added some TODO
to fix raylib-opengl 1.1 source build (note: now source can be compiled
without errors, but rlglReadPixels() won't work properly).

Note: most of functions of phong version 330 shader are not in v100
shaders, so I couldn't write a version 100 phong shader. These functions
are included from version 150.
This commit is contained in:
victorfisac 2015-12-21 17:25:22 +01:00
parent 4db2da9185
commit 1bcb5ddd50
12 changed files with 7078 additions and 1 deletions

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124
src/lighting.c Normal file
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@ -0,0 +1,124 @@
/**********************************************************************************************
*
* 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;
}

87
src/lighting.h Normal file
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@ -0,0 +1,87 @@
/*******************************************************************************************
*
* 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.
*
**********************************************************************************************/
#ifndef LIGHTING_H
#define LIGHTING_H
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Types and Structures Definition
// NOTE: Below types are required for LIGHTING_STANDALONE usage
//----------------------------------------------------------------------------------
// Vector3 type
typedef struct Vector3 {
float x;
float y;
float z;
} Vector3;
// Light type
typedef struct Light {
float position[3];
float rotation[3];
float intensity[1];
float ambientColor[3];
float diffuseColor[3];
float specularColor[3];
float specularIntensity[1];
} Light;
// Material type
typedef struct Material {
float ambientColor[3];
float diffuseColor[3];
float specularColor[3];
float glossiness[1];
float normalDepth[1];
} Material;
//----------------------------------------------------------------------------------
// Module Functions Declaration
// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
//----------------------------------------------------------------------------------
// Lights functions
void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer
void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer
void SetLightIntensity(Light *light, float intensity); // Set light intensity value
void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color)
void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color)
void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color)
void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier)
// Materials functions
void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color)
void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter)
void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color)
void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
#ifdef __cplusplus
}
#endif
#endif // LIGHTING_H

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@ -368,6 +368,26 @@ typedef struct Wave {
short channels;
} Wave;
// Light type
typedef struct Light {
float position[3];
float rotation[3];
float intensity[1];
float ambientColor[3];
float diffuseColor[3];
float specularColor[3];
float specularIntensity[1];
} Light;
// Material type
typedef struct Material {
float ambientColor[3];
float diffuseColor[3];
float specularColor[3];
float glossiness[1];
float normalDepth[1];
} Material;
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@ -702,6 +722,26 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
//----------------------------------------------------------------------------------
// Lighting System Functions (engine-module: lighting)
// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
//----------------------------------------------------------------------------------
// Lights functions
void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer
void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer
void SetLightIntensity(Light *light, float intensity); // Set light intensity value
void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color)
void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color)
void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color)
void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier)
// Materials functions
void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color)
void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter)
void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color)
void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------

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@ -1094,6 +1094,7 @@ void rlglInit(void)
// Modifies global variables: postproFbo, postproQuad
void rlglInitPostpro(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
postproFbo = rlglLoadFBO(screenWidth, screenHeight);
if (postproFbo.id > 0)
@ -1120,6 +1121,7 @@ void rlglInitPostpro(void)
// NOTE: postproFbo.colorTextureId must be assigned to postproQuad model shader
}
#endif
}
// Load a framebuffer object
@ -1195,11 +1197,13 @@ FBO rlglLoadFBO(int width, int height)
// Unload framebuffer object
void rlglUnloadFBO(FBO fbo)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDeleteFramebuffers(1, &fbo.id);
glDeleteTextures(1, &fbo.colorTextureId);
glDeleteTextures(1, &fbo.depthTextureId);
TraceLog(INFO, "[FBO ID %i] Unloaded framebuffer object successfully", fbo.id);
#endif
}
// Vertex Buffer Object deinitialization (memory free)
@ -1939,7 +1943,8 @@ void rlglGenerateMipmaps(unsigned int textureId)
{
#if defined(GRAPHICS_API_OPENGL_11)
// Compute required mipmaps
void *data = rlglReadTexturePixels(textureId, UNCOMPRESSED_R8G8B8A8); // TODO: Detect internal format
// TODO: rlglReadTexturePixels() needs Texture2D type parameter, not unsigned int parameter
void *data; // = rlglReadTexturePixels(textureId, UNCOMPRESSED_R8G8B8A8); // TODO: Detect internal format
// NOTE: data size is reallocated to fit mipmaps data
int mipmapCount = GenerateMipmaps(data, width, height);