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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
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')
-rw-r--r--src/libraylib.abin394980 -> 0 bytes
-rw-r--r--src/lighting.c124
-rw-r--r--src/lighting.h87
-rw-r--r--src/raylib.h40
-rw-r--r--src/rlgl.c7
5 files changed, 257 insertions, 1 deletions
diff --git a/src/libraylib.a b/src/libraylib.a
deleted file mode 100644
index 1da3aae4..00000000
--- a/src/libraylib.a
+++ /dev/null
Binary files differ
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)
//------------------------------------------------------------------------------------
diff --git a/src/rlgl.c b/src/rlgl.c
index f9108342..8a0440e0 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -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);