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authorRay <raysan5@gmail.com>2016-05-21 20:11:23 +0200
committerRay <raysan5@gmail.com>2016-05-21 20:11:23 +0200
commit9811a376902b0f568f31d2e8aace28144fbf33ff (patch)
tree26adf20c7a1f71cfc986df22c0f5e15520485ec1 /src
parent0b65b44a788d7b53c794ae3d197177ded844bb59 (diff)
parentdcd6942ed1ab703625f5c7072cbcfd823c681db7 (diff)
downloadraylib-9811a376902b0f568f31d2e8aace28144fbf33ff.tar.gz
raylib-9811a376902b0f568f31d2e8aace28144fbf33ff.zip
Merge pull request #120 from victorfisac/develop
Standard Lighting (2/3)
Diffstat (limited to 'src')
-rw-r--r--src/audio.c7
-rw-r--r--src/models.c65
-rw-r--r--src/raylib.h22
-rw-r--r--src/rlgl.c208
-rw-r--r--src/rlgl.h32
5 files changed, 201 insertions, 133 deletions
diff --git a/src/audio.c b/src/audio.c
index 43e8be14..0c61c0fa 100644
--- a/src/audio.c
+++ b/src/audio.c
@@ -384,7 +384,7 @@ RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingP
for(mixIndex = 0; mixIndex < MAX_MIX_CHANNELS; mixIndex++) // find empty mix channel slot
{
if(mixChannelsActive_g[mixIndex] == NULL) break;
- else if(mixIndex = MAX_MIX_CHANNELS - 1) return -1; // error
+ else if(mixIndex == MAX_MIX_CHANNELS - 1) return -1; // error
}
if(InitMixChannel(sampleRate, mixIndex, channels, floatingPoint))
@@ -772,7 +772,7 @@ int PlayMusicStream(int musicIndex, char *fileName)
for(mixIndex = 0; mixIndex < MAX_MIX_CHANNELS; mixIndex++) // find empty mix channel slot
{
if(mixChannelsActive_g[mixIndex] == NULL) break;
- else if(mixIndex = MAX_MIX_CHANNELS - 1) return 2; // error
+ else if(mixIndex == MAX_MIX_CHANNELS - 1) return 2; // error
}
if (strcmp(GetExtension(fileName),"ogg") == 0)
@@ -956,7 +956,7 @@ float GetMusicTimeLength(int index)
// Get current music time played (in seconds)
float GetMusicTimePlayed(int index)
{
- float secondsPlayed;
+ float secondsPlayed = 0.0f;
if(index < MAX_MUSIC_STREAMS && currentMusic[index].mixc)
{
if (currentMusic[index].chipTune)
@@ -972,7 +972,6 @@ float GetMusicTimePlayed(int index)
secondsPlayed = (float)samplesPlayed / (currentMusic[index].mixc->sampleRate * currentMusic[index].mixc->channels);
}
}
-
return secondsPlayed;
}
diff --git a/src/models.c b/src/models.c
index 414f6716..07dee720 100644
--- a/src/models.c
+++ b/src/models.c
@@ -65,6 +65,16 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Module Functions Definition
//----------------------------------------------------------------------------------
+// Draw a line in 3D world space
+void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color)
+{
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex3f(startPos.x, startPos.y, startPos.z);
+ rlVertex3f(endPos.x, endPos.y, endPos.z);
+ rlEnd();
+}
+
// Draw cube
// NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float length, Color color)
@@ -292,9 +302,9 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
- for(int i = 0; i < (rings + 2); i++)
+ for (int i = 0; i < (rings + 2); i++)
{
- for(int j = 0; j < slices; j++)
+ for (int j = 0; j < slices; j++)
{
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*i)),
@@ -331,9 +341,9 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
- for(int i = 0; i < (rings + 2); i++)
+ for (int i = 0; i < (rings + 2); i++)
{
- for(int j = 0; j < slices; j++)
+ for (int j = 0; j < slices; j++)
{
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*i)),
@@ -376,7 +386,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
if (radiusTop > 0)
{
// Draw Body -------------------------------------------------------------------------------------
- for(int i = 0; i < 360; i += 360/sides)
+ for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); //Bottom Right
@@ -388,7 +398,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
}
// Draw Cap --------------------------------------------------------------------------------------
- for(int i = 0; i < 360; i += 360/sides)
+ for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(0, height, 0);
rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop);
@@ -398,7 +408,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
else
{
// Draw Cone -------------------------------------------------------------------------------------
- for(int i = 0; i < 360; i += 360/sides)
+ for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(0, height, 0);
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
@@ -407,7 +417,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
}
// Draw Base -----------------------------------------------------------------------------------------
- for(int i = 0; i < 360; i += 360/sides)
+ for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(0, 0, 0);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
@@ -421,7 +431,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
// NOTE: It could be also used for pyramid and cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
{
- if(sides < 3) sides = 3;
+ if (sides < 3) sides = 3;
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
@@ -429,7 +439,7 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
- for(int i = 0; i < 360; i += 360/sides)
+ for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
@@ -490,7 +500,7 @@ void DrawGrid(int slices, float spacing)
int halfSlices = slices / 2;
rlBegin(RL_LINES);
- for(int i = -halfSlices; i <= halfSlices; i++)
+ for (int i = -halfSlices; i <= halfSlices; i++)
{
if (i == 0)
{
@@ -732,13 +742,13 @@ Material LoadDefaultMaterial(void)
return material;
}
-// Load standard material (uses standard models shader)
+// Load standard material (uses material attributes and lighting shader)
// NOTE: Standard shader supports multiple maps and lights
Material LoadStandardMaterial(void)
{
Material material = LoadDefaultMaterial();
- //material.shader = GetStandardShader();
+ material.shader = GetStandardShader();
return material;
}
@@ -788,9 +798,9 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ };
- for(int z = 0; z < mapZ-1; z++)
+ for (int z = 0; z < mapZ-1; z++)
{
- for(int x = 0; x < mapX-1; x++)
+ for (int x = 0; x < mapX-1; x++)
{
// Fill vertices array with data
//----------------------------------------------------------
@@ -1240,7 +1250,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
//Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
- model.material.colDiffuse = tint;
+ // model.material.colDiffuse = tint;
rlglDrawMesh(model.mesh, model.material, model.transform);
}
@@ -1407,7 +1417,7 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius
float vector = VectorDotProduct(raySpherePos, ray.direction);
float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
- if(d >= 0.0f) collision = true;
+ if (d >= 0.0f) collision = true;
return collision;
}
@@ -1422,14 +1432,14 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi
float vector = VectorDotProduct(raySpherePos, ray.direction);
float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
- if(d >= 0.0f) collision = true;
+ if (d >= 0.0f) collision = true;
// Calculate collision point
Vector3 offset = ray.direction;
float collisionDistance = 0;
// Check if ray origin is inside the sphere to calculate the correct collision point
- if(distance < sphereRadius) collisionDistance = vector + sqrt(d);
+ if (distance < sphereRadius) collisionDistance = vector + sqrt(d);
else collisionDistance = vector - sqrt(d);
VectorScale(&offset, collisionDistance);
@@ -1767,11 +1777,11 @@ static Mesh LoadOBJ(const char *fileName)
// First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
// NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition)
// NOTE: faces MUST be defined as TRIANGLES (3 vertex per face)
- while(!feof(objFile))
+ while (!feof(objFile))
{
fscanf(objFile, "%c", &dataType);
- switch(dataType)
+ switch (dataType)
{
case '#': // Comments
case 'o': // Object name (One OBJ file can contain multible named meshes)
@@ -1832,11 +1842,11 @@ static Mesh LoadOBJ(const char *fileName)
// Second reading pass: Get vertex data to fill intermediate arrays
// NOTE: This second pass is required in case of multiple meshes defined in same OBJ
// TODO: Consider that different meshes can have different vertex data available (position, texcoords, normals)
- while(!feof(objFile))
+ while (!feof(objFile))
{
fscanf(objFile, "%c", &dataType);
- switch(dataType)
+ switch (dataType)
{
case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'f': fgets(comments, 200, objFile); break;
case 'v':
@@ -1893,11 +1903,11 @@ static Mesh LoadOBJ(const char *fileName)
if (numNormals == 0) TraceLog(INFO, "[%s] No normals data on OBJ, normals will be generated from faces data", fileName);
// Third reading pass: Get faces (triangles) data and fill VertexArray
- while(!feof(objFile))
+ while (!feof(objFile))
{
fscanf(objFile, "%c", &dataType);
- switch(dataType)
+ switch (dataType)
{
case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'v': fgets(comments, 200, objFile); break;
case 'f':
@@ -2013,7 +2023,7 @@ static Material LoadMTL(const char *fileName)
return material;
}
- while(!feof(mtlFile))
+ while (!feof(mtlFile))
{
fgets(buffer, MAX_BUFFER_SIZE, mtlFile);
@@ -2071,8 +2081,7 @@ static Material LoadMTL(const char *fileName)
int shininess = 0;
sscanf(buffer, "Ns %i", &shininess);
- // Normalize shininess value to material glossiness attribute
- material.glossiness = (float)shininess/1000;
+ material.glossiness = (float)shininess;
}
else if (buffer[1] == 'i') // Ni int Refraction index.
{
diff --git a/src/raylib.h b/src/raylib.h
index d98a0797..9cd02fd8 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -398,7 +398,7 @@ typedef struct Shader {
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
- int tintColorLoc; // Color uniform location point (fragment shader)
+ int tintColorLoc; // Diffuse color uniform location point (fragment shader)
// Texture map locations
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
@@ -418,7 +418,7 @@ typedef struct Material {
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
- float glossiness; // Glossiness level
+ float glossiness; // Glossiness level (Ranges from 0 to 1000)
float normalDepth; // Normal map depth
} Material;
@@ -430,25 +430,19 @@ typedef struct Model {
} Model;
// Light type
-// TODO: Review contained data to support different light types and features
typedef struct LightData {
int id;
int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled;
Vector3 position;
- Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction)
- float attenuation; // Lost of light intensity with distance (use radius?)
+ Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+ float attenuation; // Lost of light intensity with distance (world distance)
- Color diffuse; // Use Vector3 diffuse (including intensities)?
+ Color diffuse; // Use Vector3 diffuse
float intensity;
- Color specular;
- //float specFactor; // Specular intensity ?
-
- //Color ambient; // Required?
-
- float coneAngle; // SpotLight
+ float coneAngle; // Spot light max angle
} LightData, *Light;
// Light types
@@ -808,6 +802,7 @@ const char *SubText(const char *text, int position, int length);
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
+void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
@@ -836,6 +831,7 @@ void SetModelTexture(Model *model, Texture2D texture); // Link a textur
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
+Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
void UnloadMaterial(Material material); // Unload material textures from VRAM
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
@@ -865,6 +861,7 @@ void UnloadShader(Shader shader); // Unload a
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
Shader GetDefaultShader(void); // Get default shader
+Shader GetStandardShader(void); // Get default shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
@@ -875,6 +872,7 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // S
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
+void DrawLights(void); // Draw all created lights in 3D world
void DestroyLight(Light light); // Destroy a light and take it out of the list
//----------------------------------------------------------------------------------
diff --git a/src/rlgl.c b/src/rlgl.c
index c5048aff..85c0cae2 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -191,6 +191,7 @@ static bool useTempBuffer = false;
// Shader Programs
static Shader defaultShader;
+static Shader standardShader;
static Shader currentShader; // By default, defaultShader
// Flags for supported extensions
@@ -236,6 +237,7 @@ static Shader LoadDefaultShader(void); // Load default shader (just vertex
static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
static void UnloadDefaultShader(void); // Unload default shader
+static void UnloadStandardShader(void); // Unload standard shader
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
@@ -1018,6 +1020,7 @@ void rlglInit(void)
// Init default Shader (customized for GL 3.3 and ES2)
defaultShader = LoadDefaultShader();
+ standardShader = LoadStandardShader();
currentShader = defaultShader;
LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
@@ -1046,6 +1049,7 @@ void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
UnloadDefaultShader();
+ UnloadStandardShader();
UnloadDefaultBuffers();
// Delete default white texture
@@ -1393,7 +1397,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
{
TraceLog(WARNING, "Framebuffer object could not be created...");
- switch(status)
+ switch (status)
{
case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break;
@@ -1757,19 +1761,33 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// Send combined model-view-projection matrix to shader
glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
-
- // Setup shader uniforms for material related data
- // TODO: Check if using standard shader to get location points
// Upload to shader material.colDiffuse
float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
+
+ // Check if using standard shader to get location points
+ // NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
+ if (material.shader.id == standardShader.id)
+ {
+ // Send model transformations matrix to shader
+ glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
+
+ // Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
+ glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);
+
+ // Setup shader uniforms for lights
+ SetShaderLights(material.shader);
+
+ // Upload to shader material.colAmbient
+ glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
+
+ // Upload to shader material.colSpecular
+ glUniform4f(glGetUniformLocation(material.shader.id, "colSpecular"), (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
- // TODO: Upload to shader material.colAmbient
- // glUniform4f(???, (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
-
- // TODO: Upload to shader material.colSpecular
- // glUniform4f(???, (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
+ // Upload to shader glossiness
+ glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness);
+ }
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
@@ -1791,13 +1809,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
-
- // TODO: Upload to shader glossiness
- //glUniform1f(???, material.glossiness);
}
-
- // Setup shader uniforms for lights
- //SetShaderLights(material.shader);
if (vaoSupported)
{
@@ -2148,6 +2160,17 @@ Shader GetDefaultShader(void)
#endif
}
+// Get default shader
+Shader GetStandardShader(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ return standardShader;
+#else
+ Shader shader = { 0 };
+ return shader;
+#endif
+}
+
// Get shader uniform location
int GetShaderLocation(Shader shader, const char *uniformName)
{
@@ -2225,7 +2248,6 @@ void SetBlendMode(int mode)
}
// Create a new light, initialize it and add to pool
-// TODO: Review creation parameters (only generic ones)
Light CreateLight(int type, Vector3 position, Color diffuse)
{
// Allocate dynamic memory
@@ -2237,10 +2259,9 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
light->enabled = true;
light->position = position;
- light->direction = (Vector3){ 0.0f, 0.0f, 0.0f };
+ light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
light->intensity = 1.0f;
light->diffuse = diffuse;
- light->specular = WHITE;
// Add new light to the array
lights[lightsCount] = light;
@@ -2251,6 +2272,31 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
return light;
}
+// Draw all created lights in 3D world
+void DrawLights(void)
+{
+ for (int i = 0; i < lightsCount; i++)
+ {
+ switch (lights[i]->type)
+ {
+ case LIGHT_POINT: DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); break;
+ case LIGHT_DIRECTIONAL:
+ {
+ Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ } break;
+ case LIGHT_SPOT:
+ {
+ Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ DrawCylinderWires(lights[i]->position, 0.0f, 0.3f*lights[i]->coneAngle/50, 0.6f, 5, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ } break;
+ default: break;
+ }
+ }
+}
+
// Destroy a light and take it out of the list
void DestroyLight(Light light)
{
@@ -2468,15 +2514,15 @@ static Shader LoadDefaultShader(void)
"varying vec4 fragColor; \n"
#endif
"uniform sampler2D texture0; \n"
- "uniform vec4 fragTintColor; \n"
+ "uniform vec4 colDiffuse; \n"
"void main() \n"
"{ \n"
#if defined(GRAPHICS_API_OPENGL_33)
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
- " finalColor = texelColor*fragTintColor*fragColor; \n"
+ " finalColor = texelColor*colDiffuse*fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
- " gl_FragColor = texelColor*fragTintColor*fragColor; \n"
+ " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
#endif
"} \n";
@@ -2493,25 +2539,17 @@ static Shader LoadDefaultShader(void)
// Load standard shader
// NOTE: This shader supports:
// - Up to 3 different maps: diffuse, normal, specular
-// - Material properties: colDiffuse, colAmbient, colSpecular, glossiness, normalDepth
+// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth
// - Up to 8 lights: Point, Directional or Spot
static Shader LoadStandardShader(void)
{
- Shader shader;
-
- char *vShaderStr;
- char *fShaderStr;
-
- // TODO: Implement standard uber-shader, supporting all features (GLSL 100 / GLSL 330)
-
- // NOTE: Shader could be quite extensive so it could be implemented in external files (standard.vs/standard.fs)
-
- shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
+ // Load standard shader (TODO: rewrite as char pointers)
+ Shader shader = LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs");
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded", shader.id);
- if (shader.id != 0) LoadDefaultShaderLocations(&shader); // TODO: Review locations fetching
+ if (shader.id != 0) LoadDefaultShaderLocations(&shader);
return shader;
}
@@ -2540,7 +2578,7 @@ static void LoadDefaultShaderLocations(Shader *shader)
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
// Get handles to GLSL uniform locations (fragment shader)
- shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor");
+ shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse");
shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0");
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1");
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
@@ -2554,10 +2592,23 @@ static void UnloadDefaultShader(void)
//glDetachShader(defaultShader, vertexShader);
//glDetachShader(defaultShader, fragmentShader);
//glDeleteShader(vertexShader); // Already deleted on shader compilation
- //glDeleteShader(fragmentShader); // Already deleted on sahder compilation
+ //glDeleteShader(fragmentShader); // Already deleted on shader compilation
glDeleteProgram(defaultShader.id);
}
+// Unload standard shader
+static void UnloadStandardShader(void)
+{
+ glUseProgram(0);
+
+ //glDetachShader(defaultShader, vertexShader);
+ //glDetachShader(defaultShader, fragmentShader);
+ //glDeleteShader(vertexShader); // Already deleted on shader compilation
+ //glDeleteShader(fragmentShader); // Already deleted on shader compilation
+ glDeleteProgram(standardShader.id);
+}
+
+
// Load default internal buffers (lines, triangles, quads)
static void LoadDefaultBuffers(void)
{
@@ -3003,58 +3054,75 @@ static void UnloadDefaultBuffers(void)
// Sets shader uniform values for lights array
// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
-// TODO: Review memcpy() and parameters pass
static void SetShaderLights(Shader shader)
{
- /*
- // NOTE: Standard Shader must include the following data:
-
- // Shader Light struct
- struct Light {
- vec3 position;
- vec3 direction;
-
- vec3 diffuse;
- float intensity;
- }
-
- const int maxLights = 8;
- uniform int lightsCount; // Number of lights
- uniform Light lights[maxLights];
- */
+ int locPoint = glGetUniformLocation(shader.id, "lightsCount");
+ glUniform1i(locPoint, lightsCount);
- int locPoint;
char locName[32] = "lights[x].position\0";
-
- glUseProgram(shader.id);
-
- locPoint = glGetUniformLocation(shader.id, "lightsCount");
- glUniform1i(locPoint, lightsCount);
for (int i = 0; i < lightsCount; i++)
{
locName[7] = '0' + i;
- memcpy(&locName[10], "position\0", strlen("position\0"));
- locPoint = glGetUniformLocation(shader.id, locName);
- glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
+ memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform1i(locPoint, lights[i]->enabled);
- memcpy(&locName[10], "direction\0", strlen("direction\0"));
- locPoint = glGetUniformLocation(shader.id, locName);
- glUniform3f(locPoint, lights[i]->direction.x, lights[i]->direction.y, lights[i]->direction.z);
-
- memcpy(&locName[10], "diffuse\0", strlen("diffuse\0"));
+ 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 );
+ 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)
+ {
+ 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], "attenuation\0", strlen("attenuation\0"));
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform1f(locPoint, lights[i]->attenuation);
+ } 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
}
-
- glUseProgram(0);
}
// Read text data from file
@@ -3227,7 +3295,7 @@ static void TraceLog(int msgType, const char *text, ...)
va_list args;
va_start(args, text);
- switch(msgType)
+ switch (msgType)
{
case INFO: fprintf(stdout, "INFO: "); break;
case ERROR: fprintf(stdout, "ERROR: "); break;
diff --git a/src/rlgl.h b/src/rlgl.h
index 39941b33..0765a8a7 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -196,40 +196,34 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
// Material type
typedef struct Material {
- Shader shader;
+ Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
- Texture2D texDiffuse; // Diffuse texture
- Texture2D texNormal; // Normal texture
- Texture2D texSpecular; // Specular texture
+ Texture2D texDiffuse; // Diffuse texture
+ Texture2D texNormal; // Normal texture
+ Texture2D texSpecular; // Specular texture
- Color colDiffuse;
- Color colAmbient;
- Color colSpecular;
+ Color colDiffuse; // Diffuse color
+ Color colAmbient; // Ambient color
+ Color colSpecular; // Specular color
- float glossiness;
- float normalDepth;
+ float glossiness; // Glossiness level (Ranges from 0 to 1000)
+ float normalDepth; // Normal map depth
} Material;
// Light type
- // TODO: Review contained data to support different light types and features
typedef struct LightData {
int id;
int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled;
Vector3 position;
- Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction)
- float attenuation; // Lost of light intensity with distance (use radius?)
+ Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+ float attenuation; // Lost of light intensity with distance (world distance)
- Color diffuse; // Use Vector3 diffuse (including intensities)?
+ Color diffuse; // Use Vector3 diffuse
float intensity;
- Color specular;
- //float specFactor; // Specular intensity ?
-
- //Color ambient; // Required?
-
- float coneAngle; // SpotLight
+ float coneAngle; // Spot light max angle
} LightData, *Light;
// Color blending modes (pre-defined)