diff --git a/examples/shaders_standard_lighting.c b/examples/shaders_standard_lighting.c index 6b5cd9f58..10416f7f4 100644 --- a/examples/shaders_standard_lighting.c +++ b/examples/shaders_standard_lighting.c @@ -33,12 +33,12 @@ int main() Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model + Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Material material = LoadStandardMaterial(); - material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture - material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture + material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture + material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture material.colDiffuse = (Color){255, 255, 255, 255}; material.colAmbient = (Color){0, 0, 10, 255}; @@ -46,8 +46,6 @@ int main() material.glossiness = 50.0f; dwarf.material = material; // Apply material to model - - Model dwarf2 = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255}); spotLight->target = (Vector3){0.0f, 0.0f, 0.0f}; @@ -91,7 +89,9 @@ int main() DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture - DrawLights(); // Draw all created lights in 3D world + DrawLight(spotLight); // Draw spot light + DrawLight(dirLight); // Draw directional light + DrawLight(pointLight); // Draw point light DrawGrid(10, 1.0f); // Draw a grid diff --git a/src/models.c b/src/models.c index 092a43fc2..8c5ed9148 100644 --- a/src/models.c +++ b/src/models.c @@ -569,6 +569,35 @@ void DrawGizmo(Vector3 position) rlPopMatrix(); } + +// Draw light in 3D world +void DrawLight(Light light) +{ + switch (light->type) + { + case LIGHT_POINT: + { + DrawSphereWires(light->position, 0.3f*light->intensity, 4, 8, (light->enabled ? light->diffuse : BLACK)); + Draw3DCircle(light->position, light->radius, 0.0f, (Vector3){ 0, 0, 0 }, (light->enabled ? light->diffuse : BLACK)); + Draw3DCircle(light->position, light->radius, 90.0f, (Vector3){ 1, 0, 0 }, (light->enabled ? light->diffuse : BLACK)); + Draw3DCircle(light->position, light->radius, 90.0f, (Vector3){ 0, 1, 0 }, (light->enabled ? light->diffuse : BLACK)); + } break; + case LIGHT_DIRECTIONAL: + { + Draw3DLine(light->position, light->target, (light->enabled ? light->diffuse : BLACK)); + DrawSphereWires(light->position, 0.3f*light->intensity, 4, 8, (light->enabled ? light->diffuse : BLACK)); + DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : BLACK)); + } break; + case LIGHT_SPOT: + { + Draw3DLine(light->position, light->target, (light->enabled ? light->diffuse : BLACK)); + DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : BLACK)); + DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : BLACK)); + } break; + default: break; + } +} + // Load a 3d model (from file) Model LoadModel(const char *fileName) { diff --git a/src/raylib.h b/src/raylib.h index dfec956d8..cba73e526 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -431,18 +431,18 @@ typedef struct Model { // Light type typedef struct LightData { - int id; - int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT - bool enabled; + unsigned int id; // Light id + int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT + bool enabled; // Light enabled - Vector3 position; - Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) - float radius; // Lost of light intensity with distance (world distance) + Vector3 position; // Light position + Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) + float radius; // Light attenuation radius light intensity reduced with distance (world distance) - Color diffuse; // Light color + Color diffuse; // Light diffuse color float intensity; // Light intensity level - float coneAngle; // Spot light max angle + float coneAngle; // Light cone max angle: LIGHT_SPOT } LightData, *Light; // Light types @@ -817,6 +817,7 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Color color); void DrawRay(Ray ray, Color color); // Draw a ray line void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) void DrawGizmo(Vector3 position); // Draw simple gizmo +void DrawLight(Light light); // Draw light in 3D world //DrawTorus(), DrawTeapot() are useless... //------------------------------------------------------------------------------------ @@ -873,7 +874,6 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // S void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool -void DrawLights(void); // Draw all created lights in 3D world void DestroyLight(Light light); // Destroy a light and take it out of the list //---------------------------------------------------------------------------------- diff --git a/src/rlgl.c b/src/rlgl.c index 0f68953ec..97a92a4dd 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -1069,6 +1069,13 @@ void rlglClose(void) // Delete default white texture glDeleteTextures(1, &whiteTexture); TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture); + + // Unload lights + if (lightsCount > 0) + { + for (int i = 0; i < lightsCount; i++) free(lights[i]); + lightsCount = 0; + } free(draws); #endif @@ -2292,37 +2299,6 @@ Light CreateLight(int type, Vector3 position, Color diffuse) return light; } -// Draw all created lights in 3D world -void DrawLights(void) -{ - for (int i = 0; i < lightsCount; i++) - { - switch (lights[i]->type) - { - case LIGHT_POINT: - { - DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); - Draw3DCircle(lights[i]->position, lights[i]->radius, 0.0f, (Vector3){ 0, 0, 0 }, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); - Draw3DCircle(lights[i]->position, lights[i]->radius, 90.0f, (Vector3){ 1, 0, 0 }, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); - Draw3DCircle(lights[i]->position, lights[i]->radius, 90.0f, (Vector3){ 0, 1, 0 }, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); - } break; - case LIGHT_DIRECTIONAL: - { - Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); - DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); - DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); - } break; - case LIGHT_SPOT: - { - Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); - DrawCylinderWires(lights[i]->position, 0.0f, 0.3f*lights[i]->coneAngle/50, 0.6f, 5, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); - DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); - } break; - default: break; - } - } -} - // Destroy a light and take it out of the list void DestroyLight(Light light) {