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.
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src/libraylib.a
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src/lighting.c
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src/lighting.c
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/**********************************************************************************************
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*
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* raylib lighting engine module - Lighting and materials management functions
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*
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* Copyright (c) 2015 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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//#define LIGHTING_STANDALONE // NOTE: To use the lighting module as standalone lib, just uncomment this line
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#if defined(LIGHTING_STANDALONE)
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#include "lighting.h"
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#else
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#include "raylib.h"
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#endif
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#include <string.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 Definitions
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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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// Lights functions
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void SetLightPosition(Light *light, Vector3 position)
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{
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light->position[0] = position.x;
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light->position[1] = position.y;
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light->position[2] = position.z;
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}
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void SetLightRotation(Light *light, Vector3 rotation)
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{
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light->rotation[0] = rotation.x;
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light->rotation[1] = rotation.y;
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light->rotation[2] = rotation.z;
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}
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void SetLightIntensity(Light *light, float intensity)
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{
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light->intensity[0] = intensity;
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}
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void SetLightAmbientColor(Light *light, Vector3 color)
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{
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light->ambientColor[0] = color.x;
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light->ambientColor[1] = color.y;
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light->ambientColor[2] = color.z;
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}
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void SetLightDiffuseColor(Light *light, Vector3 color)
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{
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light->diffuseColor[0] = color.x;
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light->diffuseColor[1] = color.y;
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light->diffuseColor[2] = color.z;
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}
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void SetLightSpecularColor(Light *light, Vector3 color)
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{
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light->specularColor[0] = color.x;
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light->specularColor[1] = color.y;
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light->specularColor[2] = color.z;
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}
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void SetLightSpecIntensity(Light *light, float specIntensity)
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{
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light->specularIntensity[0] = specIntensity;
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}
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// Materials functions
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void SetMaterialAmbientColor(Material *material, Vector3 color)
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{
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material->ambientColor[0] = color.x;
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material->ambientColor[1] = color.y;
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material->ambientColor[2] = color.z;
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}
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void SetMaterialDiffuseColor(Material *material, Vector3 color)
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{
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material->diffuseColor[0] = color.x;
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material->diffuseColor[1] = color.y;
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material->diffuseColor[2] = color.z;
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}
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void SetMaterialSpecularColor(Material *material, Vector3 color)
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{
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material->specularColor[0] = color.x;
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material->specularColor[1] = color.y;
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material->specularColor[2] = color.z;
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}
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void SetMaterialGlossiness(Material *material, float glossiness)
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{
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material->glossiness[0] = glossiness;
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}
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void SetMaterialNormalDepth(Material *material, float depth)
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{
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material->normalDepth[0] = depth;
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}
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src/lighting.h
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src/lighting.h
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/*******************************************************************************************
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*
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* raylib lighting engine module - Lighting and materials management functions
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*
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* Copyright (c) 2015 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 LIGHTING_H
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#define LIGHTING_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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// NOTE: Below types are required for LIGHTING_STANDALONE usage
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//----------------------------------------------------------------------------------
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// Vector3 type
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typedef struct Vector3 {
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float x;
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float y;
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float z;
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} Vector3;
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// Light type
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typedef struct Light {
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float position[3];
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float rotation[3];
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float intensity[1];
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float ambientColor[3];
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float diffuseColor[3];
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float specularColor[3];
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float specularIntensity[1];
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} Light;
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// Material type
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typedef struct Material {
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float ambientColor[3];
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float diffuseColor[3];
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float specularColor[3];
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float glossiness[1];
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float normalDepth[1];
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} Material;
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
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//----------------------------------------------------------------------------------
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// Lights functions
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void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer
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void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer
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void SetLightIntensity(Light *light, float intensity); // Set light intensity value
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void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color)
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void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color)
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void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color)
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void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier)
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// Materials functions
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void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color)
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void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter)
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void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color)
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void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
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void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
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#ifdef __cplusplus
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}
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#endif
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#endif // LIGHTING_H
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40
src/raylib.h
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src/raylib.h
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short channels;
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} Wave;
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// Light type
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typedef struct Light {
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float position[3];
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float rotation[3];
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float intensity[1];
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float ambientColor[3];
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float diffuseColor[3];
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float specularColor[3];
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float specularIntensity[1];
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} Light;
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// Material type
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typedef struct Material {
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float ambientColor[3];
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float diffuseColor[3];
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float specularColor[3];
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float glossiness[1];
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float normalDepth[1];
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} Material;
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// Texture formats
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// NOTE: Support depends on OpenGL version and platform
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typedef enum {
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void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
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//----------------------------------------------------------------------------------
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// Lighting System Functions (engine-module: lighting)
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// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
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//----------------------------------------------------------------------------------
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// Lights functions
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void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer
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void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer
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void SetLightIntensity(Light *light, float intensity); // Set light intensity value
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void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color)
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void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color)
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void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color)
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void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier)
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// Materials functions
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void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color)
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void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter)
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void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color)
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void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
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void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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//------------------------------------------------------------------------------------
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// Modifies global variables: postproFbo, postproQuad
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void rlglInitPostpro(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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postproFbo = rlglLoadFBO(screenWidth, screenHeight);
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if (postproFbo.id > 0)
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// NOTE: postproFbo.colorTextureId must be assigned to postproQuad model shader
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}
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#endif
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}
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// Load a framebuffer object
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// Unload framebuffer object
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void rlglUnloadFBO(FBO fbo)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glDeleteFramebuffers(1, &fbo.id);
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glDeleteTextures(1, &fbo.colorTextureId);
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glDeleteTextures(1, &fbo.depthTextureId);
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TraceLog(INFO, "[FBO ID %i] Unloaded framebuffer object successfully", fbo.id);
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#endif
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}
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// Vertex Buffer Object deinitialization (memory free)
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{
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#if defined(GRAPHICS_API_OPENGL_11)
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// Compute required mipmaps
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void *data = rlglReadTexturePixels(textureId, UNCOMPRESSED_R8G8B8A8); // TODO: Detect internal format
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// TODO: rlglReadTexturePixels() needs Texture2D type parameter, not unsigned int parameter
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void *data; // = rlglReadTexturePixels(textureId, UNCOMPRESSED_R8G8B8A8); // TODO: Detect internal format
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// NOTE: data size is reallocated to fit mipmaps data
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int mipmapCount = GenerateMipmaps(data, width, height);
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