diff options
| 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 | |
| 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')
| -rw-r--r-- | src/libraylib.a | bin | 394980 -> 0 bytes | |||
| -rw-r--r-- | src/lighting.c | 124 | ||||
| -rw-r--r-- | src/lighting.h | 87 | ||||
| -rw-r--r-- | src/raylib.h | 40 | ||||
| -rw-r--r-- | src/rlgl.c | 7 |
5 files changed, 257 insertions, 1 deletions
diff --git a/src/libraylib.a b/src/libraylib.a Binary files differdeleted file mode 100644 index 1da3aae4..00000000 --- a/src/libraylib.a +++ /dev/null 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 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 diff --git a/src/raylib.h b/src/raylib.h index cf401cca..04ece42e 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -368,6 +368,26 @@ typedef struct Wave { short channels; } Wave; +// 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; + // Texture formats // NOTE: Support depends on OpenGL version and platform typedef enum { @@ -702,6 +722,26 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) +//---------------------------------------------------------------------------------- +// Lighting System Functions (engine-module: lighting) +// 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) + //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ @@ -1094,6 +1094,7 @@ void rlglInit(void) // Modifies global variables: postproFbo, postproQuad void rlglInitPostpro(void) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) postproFbo = rlglLoadFBO(screenWidth, screenHeight); if (postproFbo.id > 0) @@ -1120,6 +1121,7 @@ void rlglInitPostpro(void) // NOTE: postproFbo.colorTextureId must be assigned to postproQuad model shader } +#endif } // Load a framebuffer object @@ -1195,11 +1197,13 @@ FBO rlglLoadFBO(int width, int height) // Unload framebuffer object void rlglUnloadFBO(FBO fbo) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glDeleteFramebuffers(1, &fbo.id); glDeleteTextures(1, &fbo.colorTextureId); glDeleteTextures(1, &fbo.depthTextureId); TraceLog(INFO, "[FBO ID %i] Unloaded framebuffer object successfully", fbo.id); +#endif } // Vertex Buffer Object deinitialization (memory free) @@ -1939,7 +1943,8 @@ void rlglGenerateMipmaps(unsigned int textureId) { #if defined(GRAPHICS_API_OPENGL_11) // Compute required mipmaps - void *data = rlglReadTexturePixels(textureId, UNCOMPRESSED_R8G8B8A8); // TODO: Detect internal format + // TODO: rlglReadTexturePixels() needs Texture2D type parameter, not unsigned int parameter + void *data; // = rlglReadTexturePixels(textureId, UNCOMPRESSED_R8G8B8A8); // TODO: Detect internal format // NOTE: data size is reallocated to fit mipmaps data int mipmapCount = GenerateMipmaps(data, width, height); |
