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Diffstat (limited to 'src/lighting.c')
| -rw-r--r-- | src/lighting.c | 124 |
1 files changed, 124 insertions, 0 deletions
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; +}
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