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-/*******************************************************************************************
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-*
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-* raylib [shaders] example - Standard lighting (materials and lights)
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-*
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-* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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-* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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-*
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-* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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-* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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-* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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-*
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-* This example has been created using raylib 1.7 (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) 2016-2017 Ramon Santamaria (@raysan5)
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-*
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-********************************************************************************************/
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-
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-#include "raylib.h"
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-
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-#include <stdlib.h> // Required for: NULL
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-#include <string.h> // Required for: strcpy()
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-#include <math.h> // Required for: vector math
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-
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-//----------------------------------------------------------------------------------
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-// Defines and Macros
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-//----------------------------------------------------------------------------------
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-#define MAX_LIGHTS 8 // Max lights supported by standard shader
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-
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-//----------------------------------------------------------------------------------
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-// Types and Structures Definition
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-//----------------------------------------------------------------------------------
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-
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-// Light type
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-typedef struct LightData {
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- unsigned int id; // Light unique id
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- bool enabled; // Light enabled
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- int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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-
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- Vector3 position; // Light position
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- Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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- float radius; // Light attenuation radius light intensity reduced with distance (world distance)
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-
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- Color diffuse; // Light diffuse color
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- float intensity; // Light intensity level
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-
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- float coneAngle; // Light cone max angle: LIGHT_SPOT
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-} LightData, *Light;
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-
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-// Light types
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-typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
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-
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-//----------------------------------------------------------------------------------
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-// Global Variables Definition
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-//----------------------------------------------------------------------------------
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-static Light lights[MAX_LIGHTS]; // Lights pool
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-static int lightsCount = 0; // Enabled lights counter
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-static int lightsLocs[MAX_LIGHTS][8]; // Lights location points in shader: 8 possible points per light:
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- // enabled, type, position, target, radius, diffuse, intensity, coneAngle
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-
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-//----------------------------------------------------------------------------------
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-// Module Functions Declaration
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-//----------------------------------------------------------------------------------
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-static Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
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-static void DestroyLight(Light light); // Destroy a light and take it out of the list
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-static void DrawLight(Light light); // Draw light in 3D world
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-
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-static void GetShaderLightsLocations(Shader shader); // Get shader locations for lights (up to MAX_LIGHTS)
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-static void SetShaderLightsValues(Shader shader); // Set shader uniform values for lights
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-
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-// Vector3 math functions
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-static float VectorLength(const Vector3 v); // Calculate vector length
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-static void VectorNormalize(Vector3 *v); // Normalize provided vector
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-static Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors
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-
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-
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-//https://www.gamedev.net/topic/655969-speed-gluniform-vs-uniform-buffer-objects/
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-//https://www.reddit.com/r/opengl/comments/4ri20g/is_gluniform_more_expensive_than_glprogramuniform/
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-//http://cg.alexandra.dk/?p=3778 - AZDO
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-//https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html
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-
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-//------------------------------------------------------------------------------------
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-// Program main entry point
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-//------------------------------------------------------------------------------------
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-int main()
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-{
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- // Initialization
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- //--------------------------------------------------------------------------------------
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- int screenWidth = 800;
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- int screenHeight = 450;
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-
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- SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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-
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- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
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-
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- // Define the camera to look into our 3d world
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- Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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-
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- Model model = LoadModel("../models/resources/pbr/trooper.obj"); // Load OBJ model
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-
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- Material material = { 0 };
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-
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- material.shader = LoadShader("resources/shaders/glsl330/standard.vs",
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- "resources/shaders/glsl330/standard.fs");
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-
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- // Try to get lights location points (if available)
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- GetShaderLightsLocations(material.shader);
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-
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- material.maps[MAP_DIFFUSE].texture = LoadTexture("../models/resources/pbr/trooper_albedo.png"); // Load model diffuse texture
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- material.maps[MAP_NORMAL].texture = LoadTexture("../models/resources/pbr/trooper_normals.png"); // Load model normal texture
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- material.maps[MAP_SPECULAR].texture = LoadTexture("../models/resources/pbr/trooper_roughness.png"); // Load model specular texture
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- material.maps[MAP_DIFFUSE].color = WHITE;
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- material.maps[MAP_SPECULAR].color = WHITE;
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-
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- model.materials[0] = material; // Apply material to model
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-
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- Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
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- spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
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- spotLight->intensity = 2.0f;
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- spotLight->diffuse = (Color){255, 100, 100, 255};
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- spotLight->coneAngle = 60.0f;
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-
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- Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
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- dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
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- dirLight->intensity = 2.0f;
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- dirLight->diffuse = (Color){100, 255, 100, 255};
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-
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- Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
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- pointLight->intensity = 2.0f;
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- pointLight->diffuse = (Color){100, 100, 255, 255};
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- pointLight->radius = 3.0f;
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-
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- // Set shader lights values for enabled lights
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- // NOTE: If values are not changed in real time, they can be set at initialization!!!
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- SetShaderLightsValues(material.shader);
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-
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- // Setup orbital camera
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- SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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-
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- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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- //--------------------------------------------------------------------------------------
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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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- UpdateCamera(&camera); // Update camera
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- //----------------------------------------------------------------------------------
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-
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- // Draw
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- //----------------------------------------------------------------------------------
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- BeginDrawing();
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-
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- ClearBackground(RAYWHITE);
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-
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- BeginMode3D(camera);
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-
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- DrawModel(model, position, 2.0f, WHITE); // Draw 3d model with texture
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-
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- DrawLight(spotLight); // Draw spot light
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- DrawLight(dirLight); // Draw directional light
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- DrawLight(pointLight); // Draw point light
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-
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- DrawGrid(10, 1.0f); // Draw a grid
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-
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- EndMode3D();
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-
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- DrawFPS(10, 10);
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-
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- EndDrawing();
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- //----------------------------------------------------------------------------------
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- }
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-
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- // De-Initialization
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- //--------------------------------------------------------------------------------------
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- UnloadMaterial(material); // Unload material and assigned textures
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- UnloadModel(model); // Unload model
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-
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- // Destroy all created lights
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- DestroyLight(pointLight);
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- DestroyLight(dirLight);
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- DestroyLight(spotLight);
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-
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- // Unload lights
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- if (lightsCount > 0)
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- {
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- for (int i = 0; i < lightsCount; i++) free(lights[i]);
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- lightsCount = 0;
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- }
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-
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- CloseWindow(); // Close window and OpenGL context
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- //--------------------------------------------------------------------------------------
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-
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- return 0;
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-}
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-
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-//--------------------------------------------------------------------------------------------
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-// Module Functions Definitions
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-//--------------------------------------------------------------------------------------------
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-
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-// Create a new light, initialize it and add to pool
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-Light CreateLight(int type, Vector3 position, Color diffuse)
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-{
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- Light light = NULL;
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-
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- if (lightsCount < MAX_LIGHTS)
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- {
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- // Allocate dynamic memory
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- light = (Light)malloc(sizeof(LightData));
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-
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- // Initialize light values with generic values
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- light->id = lightsCount;
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- light->type = type;
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- light->enabled = true;
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-
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- light->position = position;
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- light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
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- light->intensity = 1.0f;
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- light->diffuse = diffuse;
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-
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- // Add new light to the array
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- lights[lightsCount] = light;
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-
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- // Increase enabled lights count
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- lightsCount++;
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- }
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- else
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- {
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- // NOTE: Returning latest created light to avoid crashes
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- light = lights[lightsCount];
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- }
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-
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- return light;
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-}
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-
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-// Destroy a light and take it out of the list
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-void DestroyLight(Light light)
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-{
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- if (light != NULL)
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- {
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- int lightId = light->id;
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-
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- // Free dynamic memory allocation
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- free(lights[lightId]);
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-
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- // Remove *obj from the pointers array
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- for (int i = lightId; i < lightsCount; i++)
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- {
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- // Resort all the following pointers of the array
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- if ((i + 1) < lightsCount)
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- {
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- lights[i] = lights[i + 1];
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- lights[i]->id = lights[i + 1]->id;
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- }
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- }
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-
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- // Decrease enabled physic objects count
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- lightsCount--;
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- }
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-}
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-
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-// Draw light in 3D world
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-void DrawLight(Light light)
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-{
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- switch (light->type)
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- {
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- case LIGHT_POINT:
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- {
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- DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
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-
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- DrawCircle3D(light->position, light->radius, (Vector3){ 0, 0, 0 }, 0.0f, (light->enabled ? light->diffuse : GRAY));
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- DrawCircle3D(light->position, light->radius, (Vector3){ 1, 0, 0 }, 90.0f, (light->enabled ? light->diffuse : GRAY));
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- DrawCircle3D(light->position, light->radius, (Vector3){ 0, 1, 0 },90.0f, (light->enabled ? light->diffuse : GRAY));
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- } break;
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- case LIGHT_DIRECTIONAL:
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- {
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- DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
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-
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- DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
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- DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
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- } break;
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- case LIGHT_SPOT:
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- {
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- DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
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-
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- Vector3 dir = VectorSubtract(light->target, light->position);
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- VectorNormalize(&dir);
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-
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- DrawCircle3D(light->position, 0.5f, dir, 0.0f, (light->enabled ? light->diffuse : GRAY));
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-
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- //DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY));
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- DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
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- } break;
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- default: break;
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- }
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-}
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-
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-// Get shader locations for lights (up to MAX_LIGHTS)
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-static void GetShaderLightsLocations(Shader shader)
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-{
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- char locName[32] = "lights[x].\0";
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- char locNameUpdated[64];
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-
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- for (int i = 0; i < MAX_LIGHTS; i++)
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- {
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- locName[7] = '0' + i;
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-
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- strcpy(locNameUpdated, locName);
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- strcat(locNameUpdated, "enabled\0");
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- lightsLocs[i][0] = GetShaderLocation(shader, locNameUpdated);
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-
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- locNameUpdated[0] = '\0';
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- strcpy(locNameUpdated, locName);
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- strcat(locNameUpdated, "type\0");
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- lightsLocs[i][1] = GetShaderLocation(shader, locNameUpdated);
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-
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- locNameUpdated[0] = '\0';
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- strcpy(locNameUpdated, locName);
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- strcat(locNameUpdated, "position\0");
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- lightsLocs[i][2] = GetShaderLocation(shader, locNameUpdated);
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-
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- locNameUpdated[0] = '\0';
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- strcpy(locNameUpdated, locName);
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- strcat(locNameUpdated, "direction\0");
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- lightsLocs[i][3] = GetShaderLocation(shader, locNameUpdated);
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-
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- locNameUpdated[0] = '\0';
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- strcpy(locNameUpdated, locName);
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- strcat(locNameUpdated, "radius\0");
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- lightsLocs[i][4] = GetShaderLocation(shader, locNameUpdated);
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-
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- locNameUpdated[0] = '\0';
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- strcpy(locNameUpdated, locName);
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- strcat(locNameUpdated, "diffuse\0");
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- lightsLocs[i][5] = GetShaderLocation(shader, locNameUpdated);
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-
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- locNameUpdated[0] = '\0';
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- strcpy(locNameUpdated, locName);
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- strcat(locNameUpdated, "intensity\0");
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- lightsLocs[i][6] = GetShaderLocation(shader, locNameUpdated);
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-
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- locNameUpdated[0] = '\0';
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- strcpy(locNameUpdated, locName);
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- strcat(locNameUpdated, "coneAngle\0");
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- lightsLocs[i][7] = GetShaderLocation(shader, locNameUpdated);
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- }
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-}
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-
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-// Set shader uniform values for lights
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-// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0
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-static void SetShaderLightsValues(Shader shader)
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-{
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- int tempInt[8] = { 0 };
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- float tempFloat[8] = { 0.0f };
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-
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- for (int i = 0; i < MAX_LIGHTS; i++)
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- {
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- if (i < lightsCount)
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|
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|
- {
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|
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- tempInt[0] = lights[i]->enabled;
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- SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], lights[i]->enabled);
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-
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- tempInt[0] = lights[i]->type;
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- SetShaderValue(shader, lightsLocs[i][1], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][1], lights[i]->type);
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-
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- tempFloat[0] = (float)lights[i]->diffuse.r/255.0f;
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- tempFloat[1] = (float)lights[i]->diffuse.g/255.0f;
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- tempFloat[2] = (float)lights[i]->diffuse.b/255.0f;
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- tempFloat[3] = (float)lights[i]->diffuse.a/255.0f;
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- SetShaderValue(shader, lightsLocs[i][5], tempFloat, UNIFORM_VEC4);
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|
- //glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
|
|
|
|
-
|
|
|
|
- tempFloat[0] = lights[i]->intensity;
|
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|
|
- SetShaderValue(shader, lightsLocs[i][6], tempFloat, UNIFORM_FLOAT);
|
|
|
|
-
|
|
|
|
- switch (lights[i]->type)
|
|
|
|
- {
|
|
|
|
- case LIGHT_POINT:
|
|
|
|
- {
|
|
|
|
- tempFloat[0] = lights[i]->position.x;
|
|
|
|
- tempFloat[1] = lights[i]->position.y;
|
|
|
|
- tempFloat[2] = lights[i]->position.z;
|
|
|
|
- SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3);
|
|
|
|
-
|
|
|
|
- tempFloat[0] = lights[i]->radius;
|
|
|
|
- SetShaderValue(shader, lightsLocs[i][4], tempFloat, UNIFORM_FLOAT);
|
|
|
|
-
|
|
|
|
- //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
|
|
|
- //glUniform1f(lightsLocs[i][4], lights[i]->radius);
|
|
|
|
- } break;
|
|
|
|
- case LIGHT_DIRECTIONAL:
|
|
|
|
- {
|
|
|
|
- Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
|
|
|
|
- VectorNormalize(&direction);
|
|
|
|
-
|
|
|
|
- tempFloat[0] = direction.x;
|
|
|
|
- tempFloat[1] = direction.y;
|
|
|
|
- tempFloat[2] = direction.z;
|
|
|
|
- SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3);
|
|
|
|
-
|
|
|
|
- //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
|
|
|
|
- } break;
|
|
|
|
- case LIGHT_SPOT:
|
|
|
|
- {
|
|
|
|
- tempFloat[0] = lights[i]->position.x;
|
|
|
|
- tempFloat[1] = lights[i]->position.y;
|
|
|
|
- tempFloat[2] = lights[i]->position.z;
|
|
|
|
- SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3);
|
|
|
|
-
|
|
|
|
- //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
|
|
|
-
|
|
|
|
- Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
|
|
|
|
- VectorNormalize(&direction);
|
|
|
|
-
|
|
|
|
- tempFloat[0] = direction.x;
|
|
|
|
- tempFloat[1] = direction.y;
|
|
|
|
- tempFloat[2] = direction.z;
|
|
|
|
- SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3);
|
|
|
|
- //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
|
|
|
|
-
|
|
|
|
- tempFloat[0] = lights[i]->coneAngle;
|
|
|
|
- SetShaderValue(shader, lightsLocs[i][7], tempFloat, UNIFORM_FLOAT);
|
|
|
|
- //glUniform1f(lightsLocs[i][7], lights[i]->coneAngle);
|
|
|
|
- } break;
|
|
|
|
- default: break;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- else
|
|
|
|
- {
|
|
|
|
- tempInt[0] = 0;
|
|
|
|
- SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], 0); // Light disabled
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Calculate vector length
|
|
|
|
-float VectorLength(const Vector3 v)
|
|
|
|
-{
|
|
|
|
- float length;
|
|
|
|
-
|
|
|
|
- length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
|
|
|
|
-
|
|
|
|
- return length;
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Normalize provided vector
|
|
|
|
-void VectorNormalize(Vector3 *v)
|
|
|
|
-{
|
|
|
|
- float length, ilength;
|
|
|
|
-
|
|
|
|
- length = VectorLength(*v);
|
|
|
|
-
|
|
|
|
- if (length == 0.0f) length = 1.0f;
|
|
|
|
-
|
|
|
|
- ilength = 1.0f/length;
|
|
|
|
-
|
|
|
|
- v->x *= ilength;
|
|
|
|
- v->y *= ilength;
|
|
|
|
- v->z *= ilength;
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Substract two vectors
|
|
|
|
-Vector3 VectorSubtract(Vector3 v1, Vector3 v2)
|
|
|
|
-{
|
|
|
|
- Vector3 result;
|
|
|
|
-
|
|
|
|
- result.x = v1.x - v2.x;
|
|
|
|
- result.y = v1.y - v2.y;
|
|
|
|
- result.z = v1.z - v2.z;
|
|
|
|
-
|
|
|
|
- return result;
|
|
|
|
-}
|
|
|