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:
parent
4db2da9185
commit
1bcb5ddd50
1 changed files with 7078 additions and 1 deletions
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
|
||||
Loading…
Reference in a new issue