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| author | raysan5 <raysan5@gmail.com> | 2016-07-06 20:33:46 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-07-06 20:33:46 +0200 |
| commit | 7cefbd8a947551f6c63dba88117099d6c0f4998b (patch) | |
| tree | dae0c3d860df39b63d025a9c70e1b12a9a5f3c16 /src | |
| parent | e2a3a52ad6acaacf8c839fcefd405ff3258dcad9 (diff) | |
| download | raylib-7cefbd8a947551f6c63dba88117099d6c0f4998b.tar.gz raylib-7cefbd8a947551f6c63dba88117099d6c0f4998b.zip | |
Updated lighting system...
...to avoid dynamic conditions on for loop (lightsCount) on standard
shader, it seems GLSL 100 doesn't support that feature... on some GPUs
like RaspberryPi...
Diffstat (limited to 'src')
| -rw-r--r-- | src/raylib.h | 2 | ||||
| -rw-r--r-- | src/rlgl.c | 196 | ||||
| -rw-r--r-- | src/rlgl.h | 4 | ||||
| -rw-r--r-- | src/standard_shader.h | 3 |
4 files changed, 109 insertions, 96 deletions
diff --git a/src/raylib.h b/src/raylib.h index 227f83f2..1d160492 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -431,8 +431,8 @@ typedef struct Model { // Light type typedef struct LightData { unsigned int id; // Light unique id - int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT bool enabled; // Light enabled + int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT Vector3 position; // Light position Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) @@ -260,7 +260,7 @@ static bool texCompASTCSupported = false; // ASTC texture compression support // Lighting data static Light lights[MAX_LIGHTS]; // Lights pool -static int lightsCount; // Enabled lights counter +static int lightsCount = 0; // Enabled lights counter #endif #if defined(RLGL_OCULUS_SUPPORT) @@ -2454,24 +2454,28 @@ Light CreateLight(int type, Vector3 position, Color diffuse) Light light = NULL; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Allocate dynamic memory - light = (Light)malloc(sizeof(LightData)); - - // Initialize light values with generic values - light->id = lightsCount; - light->type = type; - light->enabled = true; - - light->position = position; - light->target = (Vector3){ 0.0f, 0.0f, 0.0f }; - light->intensity = 1.0f; - light->diffuse = diffuse; - - // Add new light to the array - lights[lightsCount] = light; - - // Increase enabled lights count - lightsCount++; + if (lightsCount < MAX_LIGHTS) + { + // Allocate dynamic memory + light = (Light)malloc(sizeof(LightData)); + + // Initialize light values with generic values + light->id = lightsCount; + light->type = type; + light->enabled = true; + + light->position = position; + light->target = (Vector3){ 0.0f, 0.0f, 0.0f }; + light->intensity = 1.0f; + light->diffuse = diffuse; + + // Add new light to the array + lights[lightsCount] = light; + + // Increase enabled lights count + lightsCount++; + } + else TraceLog(WARNING, "Too many lights, only supported up to %i lights", MAX_LIGHTS); #else // TODO: Support OpenGL 1.1 lighting system TraceLog(WARNING, "Lighting currently not supported on OpenGL 1.1"); @@ -2484,23 +2488,26 @@ Light CreateLight(int type, Vector3 position, Color diffuse) void DestroyLight(Light light) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Free dynamic memory allocation - free(lights[light->id]); - - // Remove *obj from the pointers array - for (int i = light->id; i < lightsCount; i++) + if (light != NULL) { - // Resort all the following pointers of the array - if ((i + 1) < lightsCount) + // Free dynamic memory allocation + free(lights[light->id]); + + // Remove *obj from the pointers array + for (int i = light->id; i < lightsCount; i++) { - lights[i] = lights[i + 1]; - lights[i]->id = lights[i + 1]->id; + // Resort all the following pointers of the array + if ((i + 1) < lightsCount) + { + lights[i] = lights[i + 1]; + lights[i]->id = lights[i + 1]->id; + } + else free(lights[i]); } - else free(lights[i]); + + // Decrease enabled physic objects count + lightsCount--; } - - // Decrease enabled physic objects count - lightsCount--; #endif } @@ -3625,72 +3632,79 @@ static void UnloadDefaultBuffers(void) // NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f static void SetShaderLights(Shader shader) { - int locPoint = glGetUniformLocation(shader.id, "lightsCount"); - glUniform1i(locPoint, lightsCount); - + int locPoint = -1; char locName[32] = "lights[x].position\0"; - for (int i = 0; i < lightsCount; i++) + for (int i = 0; i < MAX_LIGHTS; i++) { locName[7] = '0' + i; - - memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1); - locPoint = GetShaderLocation(shader, locName); - glUniform1i(locPoint, lights[i]->enabled); - - memcpy(&locName[10], "type\0", strlen("type\0") + 1); - locPoint = GetShaderLocation(shader, locName); - glUniform1i(locPoint, lights[i]->type); - - memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2); - locPoint = glGetUniformLocation(shader.id, locName); - glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255); - - memcpy(&locName[10], "intensity\0", strlen("intensity\0")); - locPoint = glGetUniformLocation(shader.id, locName); - glUniform1f(locPoint, lights[i]->intensity); - - switch (lights[i]->type) + + if (lights[i] != NULL) // Only upload registered lights data { - case LIGHT_POINT: - { - memcpy(&locName[10], "position\0", strlen("position\0") + 1); - locPoint = GetShaderLocation(shader, locName); - glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); - - memcpy(&locName[10], "radius\0", strlen("radius\0") + 2); - locPoint = GetShaderLocation(shader, locName); - glUniform1f(locPoint, lights[i]->radius); - } break; - case LIGHT_DIRECTIONAL: - { - memcpy(&locName[10], "direction\0", strlen("direction\0") + 2); - locPoint = GetShaderLocation(shader, locName); - Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; - VectorNormalize(&direction); - glUniform3f(locPoint, direction.x, direction.y, direction.z); - } break; - case LIGHT_SPOT: + memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1); + locPoint = GetShaderLocation(shader, locName); + glUniform1i(locPoint, lights[i]->enabled); + + memcpy(&locName[10], "type\0", strlen("type\0") + 1); + locPoint = GetShaderLocation(shader, locName); + glUniform1i(locPoint, lights[i]->type); + + memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2); + locPoint = glGetUniformLocation(shader.id, locName); + glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255); + + memcpy(&locName[10], "intensity\0", strlen("intensity\0")); + locPoint = glGetUniformLocation(shader.id, locName); + glUniform1f(locPoint, lights[i]->intensity); + + switch (lights[i]->type) { - memcpy(&locName[10], "position\0", strlen("position\0") + 1); - locPoint = GetShaderLocation(shader, locName); - glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); - - memcpy(&locName[10], "direction\0", strlen("direction\0") + 2); - locPoint = GetShaderLocation(shader, locName); - - Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; - VectorNormalize(&direction); - glUniform3f(locPoint, direction.x, direction.y, direction.z); - - memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0")); - locPoint = GetShaderLocation(shader, locName); - glUniform1f(locPoint, lights[i]->coneAngle); - } break; - default: break; + case LIGHT_POINT: + { + memcpy(&locName[10], "position\0", strlen("position\0") + 1); + locPoint = GetShaderLocation(shader, locName); + glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); + + memcpy(&locName[10], "radius\0", strlen("radius\0") + 2); + locPoint = GetShaderLocation(shader, locName); + glUniform1f(locPoint, lights[i]->radius); + } break; + case LIGHT_DIRECTIONAL: + { + memcpy(&locName[10], "direction\0", strlen("direction\0") + 2); + locPoint = GetShaderLocation(shader, locName); + Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; + VectorNormalize(&direction); + glUniform3f(locPoint, direction.x, direction.y, direction.z); + } break; + case LIGHT_SPOT: + { + memcpy(&locName[10], "position\0", strlen("position\0") + 1); + locPoint = GetShaderLocation(shader, locName); + glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); + + memcpy(&locName[10], "direction\0", strlen("direction\0") + 2); + locPoint = GetShaderLocation(shader, locName); + + Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; + VectorNormalize(&direction); + glUniform3f(locPoint, direction.x, direction.y, direction.z); + + memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0")); + locPoint = GetShaderLocation(shader, locName); + glUniform1f(locPoint, lights[i]->coneAngle); + } break; + default: break; + } + + // TODO: Pass to the shader any other required data from LightData struct + } + else // Not enabled lights + { + memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1); + locPoint = GetShaderLocation(shader, locName); + glUniform1i(locPoint, 0); } - - // TODO: Pass to the shader any other required data from LightData struct } } @@ -218,9 +218,9 @@ typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; // Light type typedef struct LightData { unsigned int id; // Light unique id - int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT bool enabled; // Light enabled - + int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT + Vector3 position; // Light position Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) float radius; // Light attenuation radius light intensity reduced with distance (world distance) diff --git a/src/standard_shader.h b/src/standard_shader.h index e1668ae7..deae7fe1 100644 --- a/src/standard_shader.h +++ b/src/standard_shader.h @@ -78,7 +78,6 @@ static const char fStandardShaderStr[] = " float radius; \n" " float coneAngle; }; \n" "const int maxLights = 8; \n" -"uniform int lightsCount; \n" "uniform Light lights[maxLights]; \n" "\n" "vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) \n" @@ -157,7 +156,7 @@ static const char fStandardShaderStr[] = #elif defined(GRAPHICS_API_OPENGL_33) " if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n" #endif -" for (int i = 0; i < lightsCount; i++)\n" +" for (int i = 0; i < maxLights; i++)\n" " {\n" " if (lights[i].enabled == 1)\n" " {\n" |
