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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.h | |
| 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.h')
| -rw-r--r-- | src/lighting.h | 87 |
1 files changed, 87 insertions, 0 deletions
diff --git a/src/lighting.h b/src/lighting.h new file mode 100644 index 00000000..67a65d45 --- /dev/null +++ b/src/lighting.h @@ -0,0 +1,87 @@ +/******************************************************************************************* +* +* 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. +* +**********************************************************************************************/ + +#ifndef LIGHTING_H +#define LIGHTING_H + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +//... + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +// NOTE: Below types are required for LIGHTING_STANDALONE usage +//---------------------------------------------------------------------------------- +// Vector3 type +typedef struct Vector3 { + float x; + float y; + float z; +} Vector3; + +// Light type +typedef struct Light { + float position[3]; + float rotation[3]; + float intensity[1]; + float ambientColor[3]; + float diffuseColor[3]; + float specularColor[3]; + float specularIntensity[1]; +} Light; + +// Material type +typedef struct Material { + float ambientColor[3]; + float diffuseColor[3]; + float specularColor[3]; + float glossiness[1]; + float normalDepth[1]; +} Material; + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue() +//---------------------------------------------------------------------------------- +// Lights functions +void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer +void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer +void SetLightIntensity(Light *light, float intensity); // Set light intensity value +void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color) +void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color) +void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color) +void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier) + +// Materials functions +void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color) +void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter) +void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color) +void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100) +void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier) + +#ifdef __cplusplus +} +#endif + +#endif // LIGHTING_H
\ No newline at end of file |
