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| author | victorfisac <victorfisac@gmail.com> | 2015-12-21 17:25:22 +0100 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2015-12-21 17:25:22 +0100 |
| commit | 1bcb5ddd505e5c4bdac6f254e931e9c3145be88d (patch) | |
| tree | c71c012feda413d4134a4dd8ac5e7e2bd45b9c61 /src/lighting.c | |
| parent | 4db2da91850fcc55ec08df253e533e236eb91451 (diff) | |
| download | raylib-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.c | 124 |
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 |
