aboutsummaryrefslogtreecommitdiff
path: root/src/lighting.c
diff options
context:
space:
mode:
authorvictorfisac <victorfisac@gmail.com>2015-12-21 17:25:22 +0100
committervictorfisac <victorfisac@gmail.com>2015-12-21 17:25:22 +0100
commit1bcb5ddd505e5c4bdac6f254e931e9c3145be88d (patch)
treec71c012feda413d4134a4dd8ac5e7e2bd45b9c61 /src/lighting.c
parent4db2da91850fcc55ec08df253e533e236eb91451 (diff)
downloadraylib-1bcb5ddd505e5c4bdac6f254e931e9c3145be88d.tar.gz
raylib-1bcb5ddd505e5c4bdac6f254e931e9c3145be88d.zip
Added lighting engine module
- New lighting engine module which contains new data types Light and Material. These data types and functions facilitates making a basic 3D iluminated program with a light and a model. - Added lighting engine module example (currently included in raylib.h; it might be compiled by separate and include lighting.h in game source C file). - Corrected some opengl defines control structures and added some TODO to fix raylib-opengl 1.1 source build (note: now source can be compiled without errors, but rlglReadPixels() won't work properly). Note: most of functions of phong version 330 shader are not in v100 shaders, so I couldn't write a version 100 phong shader. These functions are included from version 150.
Diffstat (limited to 'src/lighting.c')
-rw-r--r--src/lighting.c124
1 files changed, 124 insertions, 0 deletions
diff --git a/src/lighting.c b/src/lighting.c
new file mode 100644
index 00000000..98e1696a
--- /dev/null
+++ b/src/lighting.c
@@ -0,0 +1,124 @@
+/**********************************************************************************************
+*
+* raylib lighting engine module - Lighting and materials management functions
+*
+* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+//#define LIGHTING_STANDALONE // NOTE: To use the lighting module as standalone lib, just uncomment this line
+
+#if defined(LIGHTING_STANDALONE)
+ #include "lighting.h"
+#else
+ #include "raylib.h"
+#endif
+
+#include <string.h>
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definitions
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Lights functions
+void SetLightPosition(Light *light, Vector3 position)
+{
+ light->position[0] = position.x;
+ light->position[1] = position.y;
+ light->position[2] = position.z;
+}
+
+void SetLightRotation(Light *light, Vector3 rotation)
+{
+ light->rotation[0] = rotation.x;
+ light->rotation[1] = rotation.y;
+ light->rotation[2] = rotation.z;
+}
+
+void SetLightIntensity(Light *light, float intensity)
+{
+ light->intensity[0] = intensity;
+}
+
+void SetLightAmbientColor(Light *light, Vector3 color)
+{
+ light->ambientColor[0] = color.x;
+ light->ambientColor[1] = color.y;
+ light->ambientColor[2] = color.z;
+}
+
+void SetLightDiffuseColor(Light *light, Vector3 color)
+{
+ light->diffuseColor[0] = color.x;
+ light->diffuseColor[1] = color.y;
+ light->diffuseColor[2] = color.z;
+}
+
+void SetLightSpecularColor(Light *light, Vector3 color)
+{
+ light->specularColor[0] = color.x;
+ light->specularColor[1] = color.y;
+ light->specularColor[2] = color.z;
+}
+
+void SetLightSpecIntensity(Light *light, float specIntensity)
+{
+ light->specularIntensity[0] = specIntensity;
+}
+
+// Materials functions
+void SetMaterialAmbientColor(Material *material, Vector3 color)
+{
+ material->ambientColor[0] = color.x;
+ material->ambientColor[1] = color.y;
+ material->ambientColor[2] = color.z;
+}
+
+void SetMaterialDiffuseColor(Material *material, Vector3 color)
+{
+ material->diffuseColor[0] = color.x;
+ material->diffuseColor[1] = color.y;
+ material->diffuseColor[2] = color.z;
+}
+
+void SetMaterialSpecularColor(Material *material, Vector3 color)
+{
+ material->specularColor[0] = color.x;
+ material->specularColor[1] = color.y;
+ material->specularColor[2] = color.z;
+}
+
+void SetMaterialGlossiness(Material *material, float glossiness)
+{
+ material->glossiness[0] = glossiness;
+}
+
+void SetMaterialNormalDepth(Material *material, float depth)
+{
+ material->normalDepth[0] = depth;
+} \ No newline at end of file