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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12 changed files with 7078 additions and 1 deletions
180
examples/lighting_blinn_phong.c
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examples/lighting_blinn_phong.c
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/*******************************************************************************************
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*
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* raylib - Phong lighting shader example
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*
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* This example has been created using raylib v1.3.0 (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) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define SHININESS_SPEED 1.0f
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#define LIGHT_SPEED 0.25f
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [lighting] example - basic blinn-phong lighting");
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SetTargetFPS(60);
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// Camera initialization
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Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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// Model initialization
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Vector3 position = { 0.0, 0.0, 0.0 };
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Model model = LoadModel("resources/model/dwarf.obj");
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// Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
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SetModelShader(&model, shader);
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// Shader locations initialization
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int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
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int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
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int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
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int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
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int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
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int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
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int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
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int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
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// Camera and light vectors shader locations
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int cameraLoc = GetShaderLocation(shader, "cameraPos");
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int lightLoc = GetShaderLocation(shader, "lightPos");
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// Light and material definitions
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Light directionalLight;
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Material blinnMaterial;
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// Light initialization
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SetLightPosition(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f});
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SetLightRotation(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f});
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SetLightIntensity(&directionalLight, 1);
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SetLightAmbientColor(&directionalLight, (Vector3){0.6f, 0.3f, 0});
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SetLightDiffuseColor(&directionalLight, (Vector3){1, 1, 1});
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SetLightSpecularColor(&directionalLight, (Vector3){1, 1, 1});
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SetLightSpecIntensity(&directionalLight, 1);
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// Material initialization
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SetMaterialAmbientColor(&blinnMaterial, (Vector3){0.2f, 0.2f, 0.2f});
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SetMaterialDiffuseColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f});
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SetMaterialSpecularColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f});
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SetMaterialGlossiness(&blinnMaterial, 50);
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// Setup camera
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SetCameraMode(CAMERA_FREE); // Set camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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SetCameraTarget(camera.target); // Set internal camera target to match our camera target
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float cameraPosition[3] = { camera.position.x, camera.position.y, camera.position.z }; // Camera position vector in float array
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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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// Update camera position and its float array for shader
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UpdateCamera(&camera);
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cameraPosition[0] = camera.position.x;
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cameraPosition[1] = camera.position.y;
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cameraPosition[2] = camera.position.z;
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// Glossiness input control
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if(IsKeyDown(KEY_UP))
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{
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blinnMaterial.glossiness[0] += SHININESS_SPEED;
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}
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else if(IsKeyDown(KEY_DOWN))
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{
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blinnMaterial.glossiness[0] -= SHININESS_SPEED;
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if(blinnMaterial.glossiness[0] < 0) blinnMaterial.glossiness[0] = 0;
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}
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// Light X movement
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if(IsKeyDown(KEY_D))
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{
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directionalLight.position[0] += LIGHT_SPEED;
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}
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else if(IsKeyDown(KEY_A))
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{
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directionalLight.position[0] -= LIGHT_SPEED;
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}
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// Light Y movement
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if(IsKeyDown(KEY_LEFT_SHIFT))
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{
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directionalLight.position[1] += LIGHT_SPEED;
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}
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else if(IsKeyDown(KEY_LEFT_CONTROL))
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{
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directionalLight.position[1] -= LIGHT_SPEED;
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}
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// Light Z movement
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if(IsKeyDown(KEY_S))
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{
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directionalLight.position[2] += LIGHT_SPEED;
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}
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else if(IsKeyDown(KEY_W))
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{
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directionalLight.position[2] -= LIGHT_SPEED;
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}
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// Send light values to shader
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SetShaderValue(shader, lIntensityLoc, directionalLight.intensity, 1);
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SetShaderValue(shader, lAmbientLoc, directionalLight.ambientColor, 3);
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SetShaderValue(shader, lDiffuseLoc, directionalLight.diffuseColor, 3);
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SetShaderValue(shader, lSpecularLoc, directionalLight.specularColor, 3);
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SetShaderValue(shader, lSpecIntensityLoc, directionalLight.specularIntensity, 1);
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// Send material values to shader
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SetShaderValue(shader, mAmbientLoc, blinnMaterial.ambientColor, 3);
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SetShaderValue(shader, mSpecularLoc, blinnMaterial.specularColor, 3);
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SetShaderValue(shader, mGlossLoc, blinnMaterial.glossiness, 1);
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// Send camera and light transform values to shader
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SetShaderValue(shader, cameraLoc, cameraPosition, 3);
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SetShaderValue(shader, lightLoc, directionalLight.position, 3);
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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(model, position, 0.1f, (Color){255 * blinnMaterial.diffuseColor[0], 255 * blinnMaterial.diffuseColor[1], 255 * blinnMaterial.diffuseColor[2], 255});
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DrawSphere((Vector3){directionalLight.position[0], directionalLight.position[1], directionalLight.position[2]}, 1, YELLOW);
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End3dMode();
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// Draw FPS
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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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// Unload all loaded data
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UnloadShader(shader);
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UnloadModel(model);
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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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examples/lighting_blinn_phong.png
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examples/lighting_blinn_phong.png
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examples/resources/model/shapes.obj
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examples/resources/model/shapes.obj
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examples/resources/shaders/phong.fs
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examples/resources/shaders/phong.fs
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#version 330
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// Vertex shader input data
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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// Diffuse data
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uniform sampler2D texture0;
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uniform vec4 tintColor;
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// Light attributes
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uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
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uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
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uniform vec3 light_specularColor = vec3(0, 1, 0);
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uniform float light_intensity = 1;
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uniform float light_specIntensity = 1;
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// Material attributes
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uniform vec3 mat_ambientColor = vec3(1, 1, 1);
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uniform vec3 mat_specularColor = vec3(1, 1, 1);
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uniform float mat_glossiness = 50;
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// World attributes
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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// Fragment shader output data
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out vec4 fragColor;
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vec3 AmbientLighting()
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{
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return mat_ambientColor * light_ambientColor;
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}
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vec3 DiffuseLighting(in vec3 N, in vec3 L)
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{
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// Lambertian reflection calculation
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float diffuse = clamp(dot(N, L), 0, 1);
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return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
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}
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vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
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{
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float specular = 0;
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// Calculate specular reflection only if the surface is oriented to the light source
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if(dot(N, L) > 0)
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{
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// Calculate half vector
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vec3 H = normalize(L + V);
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// Calculate specular intensity
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specular = pow(dot(N, H), 3 + mat_glossiness);
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}
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return mat_specularColor * light_specularColor * light_specIntensity * specular;
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}
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void main()
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{
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// Normalize input vectors
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vec3 L = normalize(lightPos);
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vec3 V = normalize(cameraPos);
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vec3 N = normalize(fragNormal);
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vec3 ambient = AmbientLighting();
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vec3 diffuse = DiffuseLighting(N, L);
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vec3 specular = SpecularLighting(N, L, V);
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// Get base color from texture
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vec4 textureColor = texture(texture0, fragTexCoord);
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vec3 finalColor = textureColor.rgb;
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fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
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}
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examples/resources/shaders/phong.vs
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examples/resources/shaders/phong.vs
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#version 330
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// Vertex input data
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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// Projection and model data
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uniform mat4 projectionMatrix;
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uniform mat4 modelviewMatrix;
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uniform mat4 modelMatrix;
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// Attributes to fragment shader
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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void main()
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{
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// Send texture coord to fragment shader
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fragTexCoord = vertexTexCoord;
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// Calculate view vector normal from model
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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fragNormal = normalize(normalMatrix * vertexNormal);
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// Calculate final vertex position
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gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0);
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}
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shaders/gl330/phong.fs
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shaders/gl330/phong.fs
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#version 330
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// Vertex shader input data
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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// Diffuse data
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uniform sampler2D texture0;
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uniform vec4 tintColor;
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// Light attributes
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uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
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uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
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uniform vec3 light_specularColor = vec3(0, 1, 0);
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uniform float light_intensity = 1;
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uniform float light_specIntensity = 1;
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// Material attributes
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uniform vec3 mat_ambientColor = vec3(1, 1, 1);
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uniform vec3 mat_specularColor = vec3(1, 1, 1);
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uniform float mat_glossiness = 50;
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// World attributes
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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// Fragment shader output data
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out vec4 fragColor;
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vec3 AmbientLighting()
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{
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return mat_ambientColor * light_ambientColor;
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}
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vec3 DiffuseLighting(in vec3 N, in vec3 L)
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{
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// Lambertian reflection calculation
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float diffuse = clamp(dot(N, L), 0, 1);
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return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
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}
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vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
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{
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float specular = 0;
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// Calculate specular reflection only if the surface is oriented to the light source
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if(dot(N, L) > 0)
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{
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// Calculate half vector
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vec3 H = normalize(L + V);
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// Calculate specular intensity
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specular = pow(dot(N, H), 3 + mat_glossiness);
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}
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return mat_specularColor * light_specularColor * light_specIntensity * specular;
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}
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void main()
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{
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// Normalize input vectors
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vec3 L = normalize(lightPos);
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vec3 V = normalize(cameraPos);
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vec3 N = normalize(fragNormal);
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vec3 ambient = AmbientLighting();
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vec3 diffuse = DiffuseLighting(N, L);
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vec3 specular = SpecularLighting(N, L, V);
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// Get base color from texture
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vec4 textureColor = texture(texture0, fragTexCoord);
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vec3 finalColor = textureColor.rgb;
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fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
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}
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shaders/gl330/phong.vs
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shaders/gl330/phong.vs
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#version 330
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// Vertex input data
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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// Projection and model data
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uniform mat4 projectionMatrix;
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uniform mat4 modelviewMatrix;
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uniform mat4 modelMatrix;
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// Attributes to fragment shader
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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void main()
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{
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// Send texture coord to fragment shader
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fragTexCoord = vertexTexCoord;
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// Calculate view vector normal from model
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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fragNormal = normalize(normalMatrix * vertexNormal);
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// Calculate final vertex position
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gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0);
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}
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src/libraylib.a
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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;
|
||||
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
87
src/lighting.h
Normal file
|
@ -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
|
40
src/raylib.h
40
src/raylib.h
|
@ -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)
|
||||
//------------------------------------------------------------------------------------
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue