|
@@ -11,7 +11,7 @@
|
|
|
*
|
|
|
* LICENSE: zlib/libpng
|
|
|
*
|
|
|
-* Copyright (c) 2017 Victor Fisac and Ramon Santamaria
|
|
|
+* Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
|
|
|
*
|
|
|
* 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.
|
|
@@ -36,24 +36,21 @@
|
|
|
//----------------------------------------------------------------------------------
|
|
|
// Defines and Macros
|
|
|
//----------------------------------------------------------------------------------
|
|
|
-#define MAX_LIGHTS 4 // Max lights supported by shader
|
|
|
-#define LIGHT_DISTANCE 3.5f // Light distance from world center
|
|
|
-#define LIGHT_HEIGHT 1.0f // Light height position
|
|
|
+#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
// Types and Structures Definition
|
|
|
//----------------------------------------------------------------------------------
|
|
|
-typedef enum {
|
|
|
- LIGHT_DIRECTIONAL,
|
|
|
- LIGHT_POINT
|
|
|
-} LightType;
|
|
|
|
|
|
-typedef struct {
|
|
|
- bool enabled;
|
|
|
- LightType type;
|
|
|
+// Light data
|
|
|
+typedef struct {
|
|
|
+ int type;
|
|
|
Vector3 position;
|
|
|
Vector3 target;
|
|
|
Color color;
|
|
|
+ bool enabled;
|
|
|
+
|
|
|
+ // Shader locations
|
|
|
int enabledLoc;
|
|
|
int typeLoc;
|
|
|
int posLoc;
|
|
@@ -61,20 +58,21 @@ typedef struct {
|
|
|
int colorLoc;
|
|
|
} Light;
|
|
|
|
|
|
+// Light type
|
|
|
+typedef enum {
|
|
|
+ LIGHT_DIRECTIONAL,
|
|
|
+ LIGHT_POINT
|
|
|
+} LightType;
|
|
|
+
|
|
|
#ifdef __cplusplus
|
|
|
extern "C" { // Prevents name mangling of functions
|
|
|
#endif
|
|
|
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-// Global Variables Definition
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-int lightsCount = 0; // Current amount of created lights
|
|
|
-
|
|
|
//----------------------------------------------------------------------------------
|
|
|
// Module Functions Declaration
|
|
|
//----------------------------------------------------------------------------------
|
|
|
-Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader); // Defines a light and get locations from PBR shader
|
|
|
-void UpdateLightValues(Shader shader, Light light); // Send to PBR shader light values
|
|
|
+Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations
|
|
|
+void UpdateLightValues(Shader shader, Light light); // Send light properties to shader
|
|
|
|
|
|
#ifdef __cplusplus
|
|
|
}
|
|
@@ -106,7 +104,7 @@ void UpdateLightValues(Shader shader, Light light);
|
|
|
//----------------------------------------------------------------------------------
|
|
|
// Global Variables Definition
|
|
|
//----------------------------------------------------------------------------------
|
|
|
-// ...
|
|
|
+static int lightsCount = 0; // Current amount of created lights
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
// Module specific Functions Declaration
|
|
@@ -117,8 +115,8 @@ void UpdateLightValues(Shader shader, Light light);
|
|
|
// Module Functions Definition
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
|
|
-// Defines a light and get locations from PBR shader
|
|
|
-Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader)
|
|
|
+// Create a light and get shader locations
|
|
|
+Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader)
|
|
|
{
|
|
|
Light light = { 0 };
|
|
|
|
|
@@ -126,15 +124,20 @@ Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shade
|
|
|
{
|
|
|
light.enabled = true;
|
|
|
light.type = type;
|
|
|
- light.position = pos;
|
|
|
- light.target = targ;
|
|
|
+ light.position = position;
|
|
|
+ light.target = target;
|
|
|
light.color = color;
|
|
|
|
|
|
+ // TODO: Below code doesn't look good to me,
|
|
|
+ // it assumes a specific shader naming and structure
|
|
|
+ // Probably this implementation could be improved
|
|
|
char enabledName[32] = "lights[x].enabled\0";
|
|
|
char typeName[32] = "lights[x].type\0";
|
|
|
char posName[32] = "lights[x].position\0";
|
|
|
char targetName[32] = "lights[x].target\0";
|
|
|
char colorName[32] = "lights[x].color\0";
|
|
|
+
|
|
|
+ // Set location name [x] depending on lights count
|
|
|
enabledName[7] = '0' + lightsCount;
|
|
|
typeName[7] = '0' + lightsCount;
|
|
|
posName[7] = '0' + lightsCount;
|
|
@@ -148,13 +151,15 @@ Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shade
|
|
|
light.colorLoc = GetShaderLocation(shader, colorName);
|
|
|
|
|
|
UpdateLightValues(shader, light);
|
|
|
+
|
|
|
lightsCount++;
|
|
|
}
|
|
|
|
|
|
return light;
|
|
|
}
|
|
|
|
|
|
-// Send to PBR shader light values
|
|
|
+// Send light properties to shader
|
|
|
+// NOTE: Light shader locations should be available
|
|
|
void UpdateLightValues(Shader shader, Light light)
|
|
|
{
|
|
|
// Send to shader light enabled state and type
|
|
@@ -170,8 +175,9 @@ void UpdateLightValues(Shader shader, Light light)
|
|
|
SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3);
|
|
|
|
|
|
// Send to shader light color values
|
|
|
- float diff[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 };
|
|
|
- SetShaderValue(shader, light.colorLoc, diff, UNIFORM_VEC4);
|
|
|
+ float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255,
|
|
|
+ (float)light.color.b/(float)255, (float)light.color.a/(float)255 };
|
|
|
+ SetShaderValue(shader, light.colorLoc, color, UNIFORM_VEC4);
|
|
|
}
|
|
|
|
|
|
#endif // RLIGHTS_IMPLEMENTATION
|