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Merge pull request #120 from victorfisac/develop

Standard Lighting (2/3)
Ray 9 years ago
parent
commit
9811a37690

+ 0 - 85
examples/resources/shaders/glsl330/phong.fs

@@ -1,85 +0,0 @@
-#version 330
-
-// Input vertex attributes (from vertex shader)
-in vec2 fragTexCoord;
-in vec3 fragNormal;
-
-// Input uniform values
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// Output fragment color
-out vec4 finalColor;
-
-// NOTE: Add here your custom variables
-
-// Light uniform values
-uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
-uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
-uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
-uniform float lightIntensity = 1.0;
-uniform float lightSpecIntensity = 1.0;
-
-// Material uniform values
-uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
-uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
-uniform float matGlossiness = 50.0;
-
-// World uniform values
-uniform vec3 lightPosition;
-uniform vec3 cameraPosition;
-
-// Fragment shader output data
-out vec4 fragColor;
-
-// Calculate ambient lighting component
-vec3 AmbientLighting()
-{
-    return (matAmbientColor*lightAmbientColor);
-}
-
-// Calculate diffuse lighting component
-vec3 DiffuseLighting(in vec3 N, in vec3 L)
-{
-    // Lambertian reflection calculation
-    float diffuse = clamp(dot(N, L), 0, 1);
-
-    return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse);
-}
-
-// Calculate specular lighting component
-vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
-{
-    float specular = 0.0;
-
-    // Calculate specular reflection only if the surface is oriented to the light source
-    if (dot(N, L) > 0)
-    {
-        // Calculate half vector
-        vec3 H = normalize(L + V);
-
-        // Calculate specular intensity
-        specular = pow(dot(N, H), 3 + matGlossiness);
-    }
-   
-    return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
-}
-
-void main()
-{
-    // Normalize input vectors
-    vec3 L = normalize(lightPosition);
-    vec3 V = normalize(cameraPosition);
-    vec3 N = normalize(fragNormal);
-    
-    // Calculate lighting components 
-    vec3 ambient = AmbientLighting();
-    vec3 diffuse = DiffuseLighting(N, L);
-    vec3 specular = SpecularLighting(N, L, V);
-    
-    // Texel color fetching from texture sampler
-    vec4 texelColor = texture(texture0, fragTexCoord);
-
-    // Calculate final fragment color
-    finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
-}

+ 0 - 29
examples/resources/shaders/glsl330/phong.vs

@@ -1,29 +0,0 @@
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-
-// Input uniform values
-uniform mat4 mvpMatrix;
-
-// Output vertex attributes (to fragment shader)
-out vec2 fragTexCoord;
-out vec3 fragNormal;
-
-// NOTE: Add here your custom variables
-uniform mat4 modelMatrix;
-
-void main()
-{
-    // Send vertex attributes to fragment shader
-    fragTexCoord = vertexTexCoord;
-
-    // Calculate view vector normal from model
-    mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
-    fragNormal = normalize(normalMatrix*vertexNormal);
-    
-    // Calculate final vertex position
-    gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
-}

+ 136 - 0
examples/resources/shaders/standard.fs

@@ -0,0 +1,136 @@
+#version 330
+
+in vec3 fragPosition;
+in vec2 fragTexCoord;
+in vec4 fragColor;
+in vec3 fragNormal;
+
+out vec4 finalColor;
+
+uniform sampler2D texture0;
+
+uniform vec4 colAmbient;
+uniform vec4 colDiffuse;
+uniform vec4 colSpecular;
+uniform float glossiness;
+
+uniform mat4 modelMatrix;
+uniform vec3 viewDir;
+
+struct Light {
+    int enabled;
+    int type;
+    vec3 position;
+    vec3 direction;
+    vec4 diffuse;
+    float intensity;
+    float attenuation;
+    float coneAngle;
+};
+
+const int maxLights = 8;
+uniform int lightsCount;
+uniform Light lights[maxLights];
+
+vec3 CalcPointLight(Light l, vec3 n, vec3 v)
+{
+    vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
+    vec3 surfaceToLight = l.position - surfacePos;
+    
+    // Diffuse shading
+    float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);
+    float diff = 1.0/dot(surfaceToLight/l.attenuation, surfaceToLight/l.attenuation)*brightness*l.intensity;
+    
+    // Specular shading
+    float spec = 0.0;
+    if (diff > 0.0)
+    {
+        vec3 h = normalize(-l.direction + v);
+        spec = pow(dot(n, h), 3 + glossiness);
+    }
+    
+    return (diff*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
+}
+
+vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v)
+{
+    vec3 lightDir = normalize(-l.direction);
+    
+    // Diffuse shading
+    float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
+    
+    // Specular shading
+    float spec = 0.0;
+    if (diff > 0.0)
+    {
+        vec3 h = normalize(lightDir + v);
+        spec = pow(dot(n, h), 3 + glossiness);
+    }
+    
+    // Combine results
+    return (diff*l.intensity*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
+}
+
+vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
+{
+    vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
+    vec3 lightToSurface = normalize(surfacePos - l.position);
+    vec3 lightDir = normalize(-l.direction);
+    
+    // Diffuse shading
+    float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
+    
+    // Spot attenuation
+    float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);
+    attenuation = dot(lightToSurface, -lightDir);
+    float lightToSurfaceAngle = degrees(acos(attenuation));
+    if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
+    float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
+    
+    // Combine diffuse and attenuation
+    float diffAttenuation = diff*attenuation;
+    
+    // Specular shading
+    float spec = 0.0;
+    if (diffAttenuation > 0.0)
+    {
+        vec3 h = normalize(lightDir + v);
+        spec = pow(dot(n, h), 3 + glossiness);
+    }
+    
+    return falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb);
+}
+
+void main()
+{
+    // Calculate fragment normal in screen space
+    mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
+    vec3 normal = normalize(normalMatrix*fragNormal);
+   
+    // Normalize normal and view direction vectors
+    vec3 n = normalize(normal);
+    vec3 v = normalize(viewDir);
+
+    // Calculate diffuse texture color fetching
+    vec4 texelColor = texture(texture0, fragTexCoord);
+    vec3 lighting = colAmbient.rgb;
+    
+    for (int i = 0; i < lightsCount; i++)
+    {
+        // Check if light is enabled
+        if (lights[i].enabled == 1)
+        {
+            // Calculate lighting based on light type
+            switch (lights[i].type)
+            {
+                case 0: lighting += CalcPointLight(lights[i], n, v); break;
+                case 1: lighting += CalcDirectionalLight(lights[i], n, v); break;
+                case 2: lighting += CalcSpotLight(lights[i], n, v); break;
+                default: break;
+            }
+        }
+    }
+    
+    // Calculate final fragment color
+    finalColor = vec4(texelColor.rgb*lighting, texelColor.a);
+}

+ 23 - 0
examples/resources/shaders/standard.vs

@@ -0,0 +1,23 @@
+#version 330 
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+in vec2 vertexTexCoord;
+in vec4 vertexColor;
+
+out vec3 fragPosition;
+out vec2 fragTexCoord;
+out vec4 fragColor;
+out vec3 fragNormal;
+
+uniform mat4 mvpMatrix;
+
+void main()
+{
+    fragPosition = vertexPosition;
+    fragTexCoord = vertexTexCoord;
+    fragColor = vertexColor;
+    fragNormal = vertexNormal;
+
+    gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+}

+ 0 - 171
examples/shaders_basic_lighting.c

@@ -1,171 +0,0 @@
-/*******************************************************************************************
-*
-*   raylib [shaders] example - Basic lighting: Blinn-Phong
-*
-*   This example has been created using raylib 1.3 (www.raylib.com)
-*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-*   Copyright (c) 2014 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define SHININESS_SPEED 1.0f
-#define LIGHT_SPEED 0.25f
-
-// Light type
-typedef struct Light {
-    Vector3 position;
-    Vector3 direction;
-    float intensity;
-    float specIntensity;
-    Color diffuse;
-    Color ambient;
-    Color specular;
-} Light;
-
-int main()
-{
-    // Initialization
-    //--------------------------------------------------------------------------------------
-    const int screenWidth = 800;
-    const int screenHeight = 450;
-    
-    SetConfigFlags(FLAG_MSAA_4X_HINT);
-    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
-    
-    // Camera initialization
-    Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
-    
-    // Model initialization
-    Vector3 position = { 0.0f, 0.0f, 0.0f };
-    Model model = LoadModel("resources/model/dwarf.obj");
-    Shader shader = LoadShader("resources/shaders/glsl330/phong.vs", "resources/shaders/glsl330/phong.fs");
-    SetModelShader(&model, shader);
-    
-    // Shader locations initialization
-    int lIntensityLoc = GetShaderLocation(shader, "lightIntensity");
-    int lAmbientLoc = GetShaderLocation(shader, "lightAmbientColor");
-    int lDiffuseLoc = GetShaderLocation(shader, "lightDiffuseColor");
-    int lSpecularLoc = GetShaderLocation(shader, "lightSpecularColor");
-    int lSpecIntensityLoc = GetShaderLocation(shader, "lightSpecIntensity");
-    
-    int mAmbientLoc = GetShaderLocation(shader, "matAmbientColor");
-    int mSpecularLoc = GetShaderLocation(shader, "matSpecularColor");
-    int mGlossLoc = GetShaderLocation(shader, "matGlossiness");
-    
-    // Camera and light vectors shader locations
-    int cameraLoc = GetShaderLocation(shader, "cameraPosition");
-    int lightLoc = GetShaderLocation(shader, "lightPosition");
-    
-    // Model and View matrix locations (required for lighting)
-    int modelLoc = GetShaderLocation(shader, "modelMatrix");
-    //int viewLoc = GetShaderLocation(shader, "viewMatrix");        // Not used
-    
-    // Light and material definitions
-    Light light;
-    Material matBlinn;
-    
-    // Light initialization
-    light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
-    light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
-    light.intensity = 1.0f;
-    light.diffuse = WHITE;
-    light.ambient = (Color){ 150, 75, 0, 255 };
-    light.specular = WHITE;
-    light.specIntensity = 1.0f;
-    
-    // Material initialization
-    matBlinn.colDiffuse = WHITE;
-    matBlinn.colAmbient = (Color){ 50, 50, 50, 255 };
-    matBlinn.colSpecular = WHITE;
-    matBlinn.glossiness = 50.0f;
-    
-    // Setup camera
-    SetCameraMode(CAMERA_FREE);             // Set camera mode
-    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
-    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target
-    
-    SetTargetFPS(60);
-    //--------------------------------------------------------------------------------------
-    
-    // Main game loop
-    while (!WindowShouldClose())    // Detect window close button or ESC key
-    {
-        // Update
-        //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);      // Update camera position
-        
-        // NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT!
-        SetShaderValueMatrix(shader, modelLoc, model.transform);            // Send model matrix to shader
-        //SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera));   // Not used
-        
-        // Glossiness input control
-        if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
-        else if(IsKeyDown(KEY_DOWN))
-        {
-            matBlinn.glossiness -= SHININESS_SPEED;
-            if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
-        }
-        
-        // Light X movement
-        if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
-        else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
-        
-        // Light Y movement
-        if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
-        else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;
-
-        // Light Z movement
-        if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
-        else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
-        
-        // Send light values to shader
-        SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
-        SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
-        SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
-        SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
-        SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
-        
-        // Send material values to shader
-        SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3);
-        SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3);
-        SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
-        
-        // Send camera and light transform values to shader
-        SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
-        SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
-        //----------------------------------------------------------------------------------
-        
-        // Draw
-        //----------------------------------------------------------------------------------
-        BeginDrawing();
-        
-            ClearBackground(RAYWHITE);
-            
-            Begin3dMode(camera);
-                
-                DrawModel(model, position, 4.0f, matBlinn.colDiffuse);
-                DrawSphere(light.position, 0.5f, GOLD);
-                
-                DrawGrid(20, 1.0f);
-                
-            End3dMode();
-            
-            DrawFPS(10, 10);                // Draw FPS
-            
-        EndDrawing();
-        //----------------------------------------------------------------------------------
-    }
-
-    // De-Initialization
-    //--------------------------------------------------------------------------------------
-    UnloadShader(shader);
-    UnloadModel(model);
-
-    CloseWindow();        // Close window and OpenGL context
-    //--------------------------------------------------------------------------------------
-    
-    return 0;
-}

+ 118 - 0
examples/shaders_standard_lighting.c

@@ -0,0 +1,118 @@
+/*******************************************************************************************
+*
+*   raylib [shaders] example - Standard lighting (materials and lights)
+*
+*   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
+*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*
+*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
+*         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
+*         raylib comes with shaders ready for both versions, check raylib/shaders install folder
+*
+*   This example has been created using raylib 1.3 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2016 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "raymath.h"
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
+    
+    SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available)
+
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
+
+    // Define the camera to look into our 3d world
+    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
+    Texture2D texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model diffuse texture
+
+    Material material = LoadStandardMaterial();
+    material.texDiffuse = texDiffuse;
+    material.colDiffuse = (Color){255, 255, 255, 255};
+    material.colAmbient = (Color){0, 0, 10, 255};
+    material.colSpecular = (Color){255, 255, 255, 255};
+    material.glossiness = 50.0f;
+    dwarf.material = material;      // Apply material to 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};
+    spotLight->intensity = 2.0f;
+    spotLight->diffuse = (Color){255, 100, 100, 255};
+    spotLight->coneAngle = 60.0f;
+    
+    Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
+    dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
+    dirLight->intensity = 2.0f;
+    dirLight->diffuse = (Color){100, 255, 100, 255};
+    
+    Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
+    pointLight->intensity = 2.0f;
+    pointLight->diffuse = (Color){100, 100, 255, 255};
+    pointLight->attenuation = 3.0f;
+
+    // Setup orbital camera
+    SetCameraMode(CAMERA_ORBITAL);          // Set a orbital camera mode
+    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
+    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target
+
+    SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())            // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        UpdateCamera(&camera);              // Update internal camera and our camera
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(RAYWHITE);
+
+            Begin3dMode(camera);
+
+                DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture
+                
+                DrawLights();   // Draw all created lights in 3D world
+
+                DrawGrid(10, 1.0f);     // Draw a grid
+
+            End3dMode();
+            
+            DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
+
+            DrawFPS(10, 10);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    UnloadMaterial(material);   // Unload material and assigned textures
+    UnloadModel(dwarf);         // Unload model
+    
+    // Destroy all created lights
+    DestroyLight(pointLight);
+    DestroyLight(dirLight);
+    DestroyLight(spotLight);
+
+    CloseWindow();              // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

+ 3 - 4
src/audio.c

@@ -384,7 +384,7 @@ RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingP
     for(mixIndex = 0; mixIndex < MAX_MIX_CHANNELS; mixIndex++) // find empty mix channel slot
     {
         if(mixChannelsActive_g[mixIndex] == NULL) break;
-        else if(mixIndex = MAX_MIX_CHANNELS - 1) return -1; // error
+        else if(mixIndex == MAX_MIX_CHANNELS - 1) return -1; // error
     }
     
     if(InitMixChannel(sampleRate, mixIndex, channels, floatingPoint))
@@ -772,7 +772,7 @@ int PlayMusicStream(int musicIndex, char *fileName)
     for(mixIndex = 0; mixIndex < MAX_MIX_CHANNELS; mixIndex++) // find empty mix channel slot
     {
         if(mixChannelsActive_g[mixIndex] == NULL) break;
-        else if(mixIndex = MAX_MIX_CHANNELS - 1) return 2; // error
+        else if(mixIndex == MAX_MIX_CHANNELS - 1) return 2; // error
     }
     
     if (strcmp(GetExtension(fileName),"ogg") == 0)
@@ -956,7 +956,7 @@ float GetMusicTimeLength(int index)
 // Get current music time played (in seconds)
 float GetMusicTimePlayed(int index)
 {
-    float secondsPlayed;
+    float secondsPlayed = 0.0f;
     if(index < MAX_MUSIC_STREAMS && currentMusic[index].mixc)
     {
         if (currentMusic[index].chipTune)
@@ -972,7 +972,6 @@ float GetMusicTimePlayed(int index)
             secondsPlayed = (float)samplesPlayed / (currentMusic[index].mixc->sampleRate * currentMusic[index].mixc->channels);
         }
     }
-    
 
     return secondsPlayed;
 }

+ 37 - 28
src/models.c

@@ -65,6 +65,16 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
 // Module Functions Definition
 //----------------------------------------------------------------------------------
 
+// Draw a line in 3D world space
+void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color)
+{
+    rlBegin(RL_LINES);
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlVertex3f(startPos.x, startPos.y, startPos.z);
+        rlVertex3f(endPos.x, endPos.y, endPos.z);
+    rlEnd();
+}
+
 // Draw cube
 // NOTE: Cube position is the center position
 void DrawCube(Vector3 position, float width, float height, float length, Color color)
@@ -292,9 +302,9 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
         rlBegin(RL_TRIANGLES);
             rlColor4ub(color.r, color.g, color.b, color.a);
 
-            for(int i = 0; i < (rings + 2); i++)
+            for (int i = 0; i < (rings + 2); i++)
             {
-                for(int j = 0; j < slices; j++)
+                for (int j = 0; j < slices; j++)
                 {
                     rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
                                sin(DEG2RAD*(270+(180/(rings + 1))*i)),
@@ -331,9 +341,9 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col
         rlBegin(RL_LINES);
             rlColor4ub(color.r, color.g, color.b, color.a);
 
-            for(int i = 0; i < (rings + 2); i++)
+            for (int i = 0; i < (rings + 2); i++)
             {
-                for(int j = 0; j < slices; j++)
+                for (int j = 0; j < slices; j++)
                 {
                     rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
                                sin(DEG2RAD*(270+(180/(rings + 1))*i)),
@@ -376,7 +386,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
             if (radiusTop > 0)
             {
                 // Draw Body -------------------------------------------------------------------------------------
-                for(int i = 0; i < 360; i += 360/sides)
+                for (int i = 0; i < 360; i += 360/sides)
                 {
                     rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left
                     rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); //Bottom Right
@@ -388,7 +398,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
                 }
 
                 // Draw Cap --------------------------------------------------------------------------------------
-                for(int i = 0; i < 360; i += 360/sides)
+                for (int i = 0; i < 360; i += 360/sides)
                 {
                     rlVertex3f(0, height, 0);
                     rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop);
@@ -398,7 +408,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
             else
             {
                 // Draw Cone -------------------------------------------------------------------------------------
-                for(int i = 0; i < 360; i += 360/sides)
+                for (int i = 0; i < 360; i += 360/sides)
                 {
                     rlVertex3f(0, height, 0);
                     rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
@@ -407,7 +417,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
             }
 
             // Draw Base -----------------------------------------------------------------------------------------
-            for(int i = 0; i < 360; i += 360/sides)
+            for (int i = 0; i < 360; i += 360/sides)
             {
                 rlVertex3f(0, 0, 0);
                 rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
@@ -421,7 +431,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
 // NOTE: It could be also used for pyramid and cone
 void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
 {
-    if(sides < 3) sides = 3;
+    if (sides < 3) sides = 3;
 
     rlPushMatrix();
         rlTranslatef(position.x, position.y, position.z);
@@ -429,7 +439,7 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
         rlBegin(RL_LINES);
             rlColor4ub(color.r, color.g, color.b, color.a);
 
-            for(int i = 0; i < 360; i += 360/sides)
+            for (int i = 0; i < 360; i += 360/sides)
             {
                 rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
                 rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
@@ -490,7 +500,7 @@ void DrawGrid(int slices, float spacing)
     int halfSlices = slices / 2;
 
     rlBegin(RL_LINES);
-        for(int i = -halfSlices; i <= halfSlices; i++)
+        for (int i = -halfSlices; i <= halfSlices; i++)
         {
             if (i == 0)
             {
@@ -732,13 +742,13 @@ Material LoadDefaultMaterial(void)
     return material;
 }
 
-// Load standard material (uses standard models shader)
+// Load standard material (uses material attributes and lighting shader)
 // NOTE: Standard shader supports multiple maps and lights
 Material LoadStandardMaterial(void)
 {
     Material material = LoadDefaultMaterial();
     
-    //material.shader = GetStandardShader();
+    material.shader = GetStandardShader();
 
     return material;
 }
@@ -788,9 +798,9 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
 
     Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ };
 
-    for(int z = 0; z < mapZ-1; z++)
+    for (int z = 0; z < mapZ-1; z++)
     {
-        for(int x = 0; x < mapX-1; x++)
+        for (int x = 0; x < mapX-1; x++)
         {
             // Fill vertices array with data
             //----------------------------------------------------------
@@ -1240,7 +1250,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
     //Matrix matModel = MatrixMultiply(model.transform, matTransform);    // Transform to world-space coordinates
     
     model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
-    model.material.colDiffuse = tint;
+    // model.material.colDiffuse = tint;
     
     rlglDrawMesh(model.mesh, model.material, model.transform);
 }
@@ -1407,7 +1417,7 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius
     float vector = VectorDotProduct(raySpherePos, ray.direction);
     float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
     
-    if(d >= 0.0f) collision = true;
+    if (d >= 0.0f) collision = true;
     
     return collision;
 }
@@ -1422,14 +1432,14 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi
     float vector = VectorDotProduct(raySpherePos, ray.direction);
     float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
     
-    if(d >= 0.0f) collision = true;
+    if (d >= 0.0f) collision = true;
     
     // Calculate collision point
     Vector3 offset = ray.direction;
     float collisionDistance = 0;
     
     // Check if ray origin is inside the sphere to calculate the correct collision point
-    if(distance < sphereRadius) collisionDistance = vector + sqrt(d);
+    if (distance < sphereRadius) collisionDistance = vector + sqrt(d);
     else collisionDistance = vector - sqrt(d);
     
     VectorScale(&offset, collisionDistance);
@@ -1767,11 +1777,11 @@ static Mesh LoadOBJ(const char *fileName)
     // First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
     // NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition)
     // NOTE: faces MUST be defined as TRIANGLES (3 vertex per face)
-    while(!feof(objFile))
+    while (!feof(objFile))
     {
         fscanf(objFile, "%c", &dataType);
 
-        switch(dataType)
+        switch (dataType)
         {
             case '#':   // Comments
             case 'o':   // Object name (One OBJ file can contain multible named meshes)
@@ -1832,11 +1842,11 @@ static Mesh LoadOBJ(const char *fileName)
     // Second reading pass: Get vertex data to fill intermediate arrays
     // NOTE: This second pass is required in case of multiple meshes defined in same OBJ
     // TODO: Consider that different meshes can have different vertex data available (position, texcoords, normals)
-    while(!feof(objFile))
+    while (!feof(objFile))
     {
         fscanf(objFile, "%c", &dataType);
 
-        switch(dataType)
+        switch (dataType)
         {
             case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'f': fgets(comments, 200, objFile); break;
             case 'v':
@@ -1893,11 +1903,11 @@ static Mesh LoadOBJ(const char *fileName)
     if (numNormals == 0) TraceLog(INFO, "[%s] No normals data on OBJ, normals will be generated from faces data", fileName);
 
     // Third reading pass: Get faces (triangles) data and fill VertexArray
-    while(!feof(objFile))
+    while (!feof(objFile))
     {
         fscanf(objFile, "%c", &dataType);
 
-        switch(dataType)
+        switch (dataType)
         {
             case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'v': fgets(comments, 200, objFile); break;
             case 'f':
@@ -2013,7 +2023,7 @@ static Material LoadMTL(const char *fileName)
         return material;
     }
 
-    while(!feof(mtlFile))
+    while (!feof(mtlFile))
     {
         fgets(buffer, MAX_BUFFER_SIZE, mtlFile);
         
@@ -2071,8 +2081,7 @@ static Material LoadMTL(const char *fileName)
                     int shininess = 0;
                     sscanf(buffer, "Ns %i", &shininess);
                     
-                    // Normalize shininess value to material glossiness attribute
-                    material.glossiness = (float)shininess/1000;
+                    material.glossiness = (float)shininess;
                 }
                 else if (buffer[1] == 'i')  // Ni int   Refraction index.
                 {

+ 10 - 12
src/raylib.h

@@ -398,7 +398,7 @@ typedef struct Shader {
 
     // Uniform locations
     int mvpLoc;           // ModelView-Projection matrix uniform location point (vertex shader)
-    int tintColorLoc;     // Color uniform location point (fragment shader)
+    int tintColorLoc;     // Diffuse color uniform location point (fragment shader)
     
     // Texture map locations
     int mapDiffuseLoc;    // Diffuse map texture uniform location point (fragment shader)
@@ -418,7 +418,7 @@ typedef struct Material {
     Color colAmbient;           // Ambient color
     Color colSpecular;          // Specular color
     
-    float glossiness;           // Glossiness level
+    float glossiness;           // Glossiness level (Ranges from 0 to 1000)
     float normalDepth;          // Normal map depth
 } Material;
 
@@ -430,25 +430,19 @@ typedef struct Model {
 } Model;
 
 // Light type
-// TODO: Review contained data to support different light types and features
 typedef struct LightData {
     int id;
     int type;           // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
     bool enabled;
     
     Vector3 position;
-    Vector3 direction;  // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction)
-    float attenuation;  // Lost of light intensity with distance (use radius?)
+    Vector3 target;     // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+    float attenuation;  // Lost of light intensity with distance (world distance)
     
-    Color diffuse;      // Use Vector3 diffuse (including intensities)?
+    Color diffuse;      // Use Vector3 diffuse
     float intensity;
     
-    Color specular;
-    //float specFactor;   // Specular intensity ?
-
-    //Color ambient;    // Required?
-    
-    float coneAngle;         // SpotLight
+    float coneAngle;    // Spot light max angle
 } LightData, *Light;
 
 // Light types
@@ -808,6 +802,7 @@ const char *SubText(const char *text, int position, int length);
 //------------------------------------------------------------------------------------
 // Basic 3d Shapes Drawing Functions (Module: models)
 //------------------------------------------------------------------------------------
+void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
 void DrawCube(Vector3 position, float width, float height, float lenght, Color color);             // Draw cube
 void DrawCubeV(Vector3 position, Vector3 size, Color color);                                       // Draw cube (Vector version)
 void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color);        // Draw cube wires
@@ -836,6 +831,7 @@ void SetModelTexture(Model *model, Texture2D texture);          // Link a textur
 
 Material LoadMaterial(const char *fileName);                    // Load material data (from file)
 Material LoadDefaultMaterial(void);                             // Load default material (uses default models shader)
+Material LoadStandardMaterial(void);                            // Load standard material (uses material attributes and lighting shader)
 void UnloadMaterial(Material material);                         // Unload material textures from VRAM
 
 void DrawModel(Model model, Vector3 position, float scale, Color tint);                            // Draw a model (with texture if set)
@@ -865,6 +861,7 @@ void UnloadShader(Shader shader);                                   // Unload a
 void SetDefaultShader(void);                                        // Set default shader to be used in batch draw
 void SetCustomShader(Shader shader);                                // Set custom shader to be used in batch draw
 Shader GetDefaultShader(void);                                      // Get default shader
+Shader GetStandardShader(void);                                     // Get default shader
 Texture2D GetDefaultTexture(void);                                  // Get default texture
 
 int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
@@ -875,6 +872,7 @@ 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
 
 //----------------------------------------------------------------------------------

+ 138 - 70
src/rlgl.c

@@ -191,6 +191,7 @@ static bool useTempBuffer = false;
 
 // Shader Programs
 static Shader defaultShader;
+static Shader standardShader;
 static Shader currentShader;            // By default, defaultShader
 
 // Flags for supported extensions
@@ -236,6 +237,7 @@ static Shader LoadDefaultShader(void);      // Load default shader (just vertex
 static Shader LoadStandardShader(void);     // Load standard shader (support materials and lighting)
 static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
 static void UnloadDefaultShader(void);      // Unload default shader
+static void UnloadStandardShader(void);      // Unload standard shader
 
 static void LoadDefaultBuffers(void);       // Load default internal buffers (lines, triangles, quads)
 static void UpdateDefaultBuffers(void);     // Update default internal buffers (VAOs/VBOs) with vertex data
@@ -1018,6 +1020,7 @@ void rlglInit(void)
 
     // Init default Shader (customized for GL 3.3 and ES2)
     defaultShader = LoadDefaultShader();
+    standardShader = LoadStandardShader();
     currentShader = defaultShader;
 
     LoadDefaultBuffers();        // Initialize default vertex arrays buffers (lines, triangles, quads)
@@ -1046,6 +1049,7 @@ void rlglClose(void)
 {
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     UnloadDefaultShader();
+    UnloadStandardShader();
     UnloadDefaultBuffers();
     
     // Delete default white texture
@@ -1393,7 +1397,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
     {
         TraceLog(WARNING, "Framebuffer object could not be created...");
         
-        switch(status)
+        switch (status)
         {
             case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
             case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break;
@@ -1757,19 +1761,33 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
 
     // Send combined model-view-projection matrix to shader
     glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
-
-    // Setup shader uniforms for material related data
-    // TODO: Check if using standard shader to get location points
     
     // Upload to shader material.colDiffuse
     float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
     glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
+
+    // Check if using standard shader to get location points
+    // NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
+    if (material.shader.id == standardShader.id)
+    {
+        // Send model transformations matrix to shader
+        glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
+        
+        // Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
+        glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);
+        
+        // Setup shader uniforms for lights
+        SetShaderLights(material.shader);
+        
+        // Upload to shader material.colAmbient
+        glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
+        
+        // Upload to shader material.colSpecular
+        glUniform4f(glGetUniformLocation(material.shader.id, "colSpecular"), (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
     
-    // TODO: Upload to shader material.colAmbient
-    // glUniform4f(???, (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
-    
-    // TODO: Upload to shader material.colSpecular
-    // glUniform4f(???, (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
+        // Upload to shader glossiness
+        glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness);
+    }    
     
     // Set shader textures (diffuse, normal, specular)
     glActiveTexture(GL_TEXTURE0);
@@ -1791,13 +1809,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
         glActiveTexture(GL_TEXTURE2);
         glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
         glUniform1i(material.shader.mapSpecularLoc, 2);   // Texture fits in active texture unit 2
-        
-        // TODO: Upload to shader glossiness
-        //glUniform1f(???, material.glossiness);
     }
-    
-    // Setup shader uniforms for lights
-    //SetShaderLights(material.shader);
 
     if (vaoSupported)
     {
@@ -2148,6 +2160,17 @@ Shader GetDefaultShader(void)
 #endif
 }
 
+// Get default shader
+Shader GetStandardShader(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    return standardShader;
+#else
+    Shader shader = { 0 };
+    return shader;
+#endif
+}
+
 // Get shader uniform location
 int GetShaderLocation(Shader shader, const char *uniformName)
 {
@@ -2225,7 +2248,6 @@ void SetBlendMode(int mode)
 }
 
 // Create a new light, initialize it and add to pool
-// TODO: Review creation parameters (only generic ones)
 Light CreateLight(int type, Vector3 position, Color diffuse)
 {
     // Allocate dynamic memory
@@ -2237,10 +2259,9 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
     light->enabled = true;
     
     light->position = position;
-    light->direction = (Vector3){ 0.0f, 0.0f, 0.0f };
+    light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
     light->intensity = 1.0f;
     light->diffuse = diffuse;
-    light->specular = WHITE;
     
     // Add new light to the array
     lights[lightsCount] = light;
@@ -2251,6 +2272,31 @@ 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)); 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)
 {
@@ -2468,15 +2514,15 @@ static Shader LoadDefaultShader(void)
         "varying vec4 fragColor;            \n"
 #endif
         "uniform sampler2D texture0;        \n"
-        "uniform vec4 fragTintColor;        \n"
+        "uniform vec4 colDiffuse;           \n"
         "void main()                        \n"
         "{                                  \n"
 #if defined(GRAPHICS_API_OPENGL_33)
         "    vec4 texelColor = texture(texture0, fragTexCoord);   \n"
-        "    finalColor = texelColor*fragTintColor*fragColor;     \n"
+        "    finalColor = texelColor*colDiffuse*fragColor;        \n"
 #elif defined(GRAPHICS_API_OPENGL_ES2)
         "    vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
-        "    gl_FragColor = texelColor*fragTintColor*fragColor;   \n"
+        "    gl_FragColor = texelColor*colDiffuse*fragColor;      \n"
 #endif
         "}                                  \n";
 
@@ -2493,25 +2539,17 @@ static Shader LoadDefaultShader(void)
 // Load standard shader
 // NOTE: This shader supports: 
 //      - Up to 3 different maps: diffuse, normal, specular
-//      - Material properties: colDiffuse, colAmbient, colSpecular, glossiness, normalDepth
+//      - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth
 //      - Up to 8 lights: Point, Directional or Spot
 static Shader LoadStandardShader(void)
 {
-    Shader shader;
-    
-    char *vShaderStr;
-    char *fShaderStr;
-    
-    // TODO: Implement standard uber-shader, supporting all features (GLSL 100 / GLSL 330)
-    
-    // NOTE: Shader could be quite extensive so it could be implemented in external files (standard.vs/standard.fs)
-    
-    shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
+    // Load standard shader (TODO: rewrite as char pointers)
+    Shader shader = LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs");
 
     if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
     else TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded", shader.id);
 
-    if (shader.id != 0) LoadDefaultShaderLocations(&shader);    // TODO: Review locations fetching
+    if (shader.id != 0) LoadDefaultShaderLocations(&shader);
 
     return shader;
 }
@@ -2540,7 +2578,7 @@ static void LoadDefaultShaderLocations(Shader *shader)
     shader->mvpLoc  = glGetUniformLocation(shader->id, "mvpMatrix");
 
     // Get handles to GLSL uniform locations (fragment shader)
-    shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor");
+    shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse");
     shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0");
     shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1");
     shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
@@ -2554,10 +2592,23 @@ static void UnloadDefaultShader(void)
     //glDetachShader(defaultShader, vertexShader);
     //glDetachShader(defaultShader, fragmentShader);
     //glDeleteShader(vertexShader);     // Already deleted on shader compilation
-    //glDeleteShader(fragmentShader);   // Already deleted on sahder compilation
+    //glDeleteShader(fragmentShader);   // Already deleted on shader compilation
     glDeleteProgram(defaultShader.id);
 }
 
+// Unload standard shader 
+static void UnloadStandardShader(void)
+{
+    glUseProgram(0);
+
+    //glDetachShader(defaultShader, vertexShader);
+    //glDetachShader(defaultShader, fragmentShader);
+    //glDeleteShader(vertexShader);     // Already deleted on shader compilation
+    //glDeleteShader(fragmentShader);   // Already deleted on shader compilation
+    glDeleteProgram(standardShader.id);
+}
+
+
 // Load default internal buffers (lines, triangles, quads)
 static void LoadDefaultBuffers(void)
 {
@@ -3003,58 +3054,75 @@ static void UnloadDefaultBuffers(void)
 
 // Sets shader uniform values for lights array
 // NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
-// TODO: Review memcpy() and parameters pass
 static void SetShaderLights(Shader shader)
 {
-    /*
-    // NOTE: Standard Shader must include the following data:
-        
-    // Shader Light struct
-    struct Light {
-        vec3 position;
-        vec3 direction;
-        
-        vec3 diffuse;
-        float intensity;
-    }
-
-    const int maxLights = 8;
-    uniform int lightsCount;            // Number of lights
-    uniform Light lights[maxLights];
-    */
+    int locPoint = glGetUniformLocation(shader.id, "lightsCount");
+    glUniform1i(locPoint, lightsCount);
     
-    int locPoint;
     char locName[32] = "lights[x].position\0";
-    
-    glUseProgram(shader.id);
-
-    locPoint = glGetUniformLocation(shader.id, "lightsCount");
-    glUniform1i(locPoint, lightsCount);
 
     for (int i = 0; i < lightsCount; i++)
     {
         locName[7] = '0' + i;
         
-        memcpy(&locName[10], "position\0", strlen("position\0"));
-        locPoint = glGetUniformLocation(shader.id, locName);
-        glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
+        memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
+        locPoint = GetShaderLocation(shader, locName);
+        glUniform1i(locPoint, lights[i]->enabled);
         
-        memcpy(&locName[10], "direction\0", strlen("direction\0"));
-        locPoint = glGetUniformLocation(shader.id, locName);       
-        glUniform3f(locPoint, lights[i]->direction.x, lights[i]->direction.y, lights[i]->direction.z);
-
-        memcpy(&locName[10], "diffuse\0", strlen("diffuse\0"));
+        memcpy(&locName[10], "type\0", strlen("type\0") + 1);
+        locPoint = GetShaderLocation(shader, locName);
+        glUniform1i(locPoint, lights[i]->type);
+        
+        memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2);
         locPoint = glGetUniformLocation(shader.id, locName);
-        glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255 );
+        glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
         
         memcpy(&locName[10], "intensity\0", strlen("intensity\0"));
         locPoint = glGetUniformLocation(shader.id, locName);
         glUniform1f(locPoint, lights[i]->intensity);
         
+        switch (lights[i]->type)
+        {
+            case LIGHT_POINT:
+            {
+                memcpy(&locName[10], "position\0", strlen("position\0") + 1);
+                locPoint = GetShaderLocation(shader, locName);
+                glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
+                
+                memcpy(&locName[10], "attenuation\0", strlen("attenuation\0"));
+                locPoint = GetShaderLocation(shader, locName);
+                glUniform1f(locPoint, lights[i]->attenuation);
+            } break;
+            case LIGHT_DIRECTIONAL:
+            {
+                memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
+                locPoint = GetShaderLocation(shader, locName);
+                Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
+                VectorNormalize(&direction);
+                glUniform3f(locPoint, direction.x, direction.y, direction.z);
+            } break;
+            case LIGHT_SPOT:
+            {
+                memcpy(&locName[10], "position\0", strlen("position\0") + 1);
+                locPoint = GetShaderLocation(shader, locName);
+                glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
+                
+                memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
+                locPoint = GetShaderLocation(shader, locName);
+                
+                Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
+                VectorNormalize(&direction);
+                glUniform3f(locPoint, direction.x, direction.y, direction.z);
+                
+                memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0"));
+                locPoint = GetShaderLocation(shader, locName);
+                glUniform1f(locPoint, lights[i]->coneAngle);
+            } break;
+            default: break;
+        }
+        
         // TODO: Pass to the shader any other required data from LightData struct
     }
-    
-    glUseProgram(0);
 }
 
 // Read text data from file
@@ -3227,7 +3295,7 @@ static void TraceLog(int msgType, const char *text, ...)
     va_list args;
     va_start(args, text);
 
-    switch(msgType)
+    switch (msgType)
     {
         case INFO: fprintf(stdout, "INFO: "); break;
         case ERROR: fprintf(stdout, "ERROR: "); break;

+ 13 - 19
src/rlgl.h

@@ -196,40 +196,34 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
     
     // Material type
     typedef struct Material {
-        Shader shader;
+        Shader shader;              // Standard shader (supports 3 map types: diffuse, normal, specular)
 
-        Texture2D texDiffuse;      // Diffuse texture
-        Texture2D texNormal;       // Normal texture
-        Texture2D texSpecular;     // Specular texture
+        Texture2D texDiffuse;       // Diffuse texture
+        Texture2D texNormal;        // Normal texture
+        Texture2D texSpecular;      // Specular texture
         
-        Color colDiffuse;
-        Color colAmbient;
-        Color colSpecular;
+        Color colDiffuse;           // Diffuse color
+        Color colAmbient;           // Ambient color
+        Color colSpecular;          // Specular color
         
-        float glossiness;
-        float normalDepth;
+        float glossiness;           // Glossiness level (Ranges from 0 to 1000)
+        float normalDepth;          // Normal map depth
     } Material;
     
     // Light type
-    // TODO: Review contained data to support different light types and features
     typedef struct LightData {
         int id;
         int type;           // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
         bool enabled;
         
         Vector3 position;
-        Vector3 direction;  // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction)
-        float attenuation;  // Lost of light intensity with distance (use radius?)
+        Vector3 target;     // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+        float attenuation;  // Lost of light intensity with distance (world distance)
         
-        Color diffuse;      // Use Vector3 diffuse (including intensities)?
+        Color diffuse;      // Use Vector3 diffuse
         float intensity;
         
-        Color specular;
-        //float specFactor;   // Specular intensity ?
-
-        //Color ambient;    // Required?
-        
-        float coneAngle;         // SpotLight
+        float coneAngle;    // Spot light max angle
     } LightData, *Light;
 	
     // Color blending modes (pre-defined)