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...
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@ -431,8 +431,8 @@ typedef struct Model {
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// Light type
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typedef struct LightData {
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unsigned int id; // Light unique id
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int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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bool enabled; // Light enabled
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int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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Vector3 position; // Light position
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Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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196
src/rlgl.c
196
src/rlgl.c
@ -260,7 +260,7 @@ static bool texCompASTCSupported = false; // ASTC texture compression support
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// Lighting data
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static Light lights[MAX_LIGHTS]; // Lights pool
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static int lightsCount; // Enabled lights counter
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static int lightsCount = 0; // Enabled lights counter
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#endif
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#if defined(RLGL_OCULUS_SUPPORT)
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@ -2454,24 +2454,28 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
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Light light = NULL;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Allocate dynamic memory
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light = (Light)malloc(sizeof(LightData));
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// Initialize light values with generic values
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light->id = lightsCount;
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light->type = type;
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light->enabled = true;
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light->position = position;
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light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
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light->intensity = 1.0f;
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light->diffuse = diffuse;
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// Add new light to the array
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lights[lightsCount] = light;
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// Increase enabled lights count
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lightsCount++;
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if (lightsCount < MAX_LIGHTS)
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{
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// Allocate dynamic memory
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light = (Light)malloc(sizeof(LightData));
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// Initialize light values with generic values
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light->id = lightsCount;
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light->type = type;
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light->enabled = true;
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light->position = position;
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light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
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light->intensity = 1.0f;
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light->diffuse = diffuse;
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// Add new light to the array
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lights[lightsCount] = light;
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// Increase enabled lights count
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lightsCount++;
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}
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else TraceLog(WARNING, "Too many lights, only supported up to %i lights", MAX_LIGHTS);
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#else
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// TODO: Support OpenGL 1.1 lighting system
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TraceLog(WARNING, "Lighting currently not supported on OpenGL 1.1");
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@ -2484,23 +2488,26 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
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void DestroyLight(Light light)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Free dynamic memory allocation
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free(lights[light->id]);
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// Remove *obj from the pointers array
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for (int i = light->id; i < lightsCount; i++)
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if (light != NULL)
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{
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// Resort all the following pointers of the array
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if ((i + 1) < lightsCount)
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// Free dynamic memory allocation
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free(lights[light->id]);
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// Remove *obj from the pointers array
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for (int i = light->id; i < lightsCount; i++)
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{
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lights[i] = lights[i + 1];
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lights[i]->id = lights[i + 1]->id;
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// Resort all the following pointers of the array
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if ((i + 1) < lightsCount)
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{
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lights[i] = lights[i + 1];
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lights[i]->id = lights[i + 1]->id;
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}
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else free(lights[i]);
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}
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else free(lights[i]);
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// Decrease enabled physic objects count
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lightsCount--;
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}
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// Decrease enabled physic objects count
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lightsCount--;
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#endif
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}
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@ -3625,72 +3632,79 @@ static void UnloadDefaultBuffers(void)
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// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
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static void SetShaderLights(Shader shader)
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{
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int locPoint = glGetUniformLocation(shader.id, "lightsCount");
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glUniform1i(locPoint, lightsCount);
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int locPoint = -1;
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char locName[32] = "lights[x].position\0";
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for (int i = 0; i < lightsCount; i++)
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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locName[7] = '0' + i;
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memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
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locPoint = GetShaderLocation(shader, locName);
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glUniform1i(locPoint, lights[i]->enabled);
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memcpy(&locName[10], "type\0", strlen("type\0") + 1);
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locPoint = GetShaderLocation(shader, locName);
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glUniform1i(locPoint, lights[i]->type);
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memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2);
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locPoint = glGetUniformLocation(shader.id, locName);
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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);
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memcpy(&locName[10], "intensity\0", strlen("intensity\0"));
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locPoint = glGetUniformLocation(shader.id, locName);
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glUniform1f(locPoint, lights[i]->intensity);
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switch (lights[i]->type)
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if (lights[i] != NULL) // Only upload registered lights data
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{
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case LIGHT_POINT:
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memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
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locPoint = GetShaderLocation(shader, locName);
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glUniform1i(locPoint, lights[i]->enabled);
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memcpy(&locName[10], "type\0", strlen("type\0") + 1);
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locPoint = GetShaderLocation(shader, locName);
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glUniform1i(locPoint, lights[i]->type);
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memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2);
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locPoint = glGetUniformLocation(shader.id, locName);
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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);
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memcpy(&locName[10], "intensity\0", strlen("intensity\0"));
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locPoint = glGetUniformLocation(shader.id, locName);
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glUniform1f(locPoint, lights[i]->intensity);
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switch (lights[i]->type)
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{
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memcpy(&locName[10], "position\0", strlen("position\0") + 1);
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locPoint = GetShaderLocation(shader, locName);
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glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
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memcpy(&locName[10], "radius\0", strlen("radius\0") + 2);
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locPoint = GetShaderLocation(shader, locName);
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glUniform1f(locPoint, lights[i]->radius);
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} break;
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case LIGHT_DIRECTIONAL:
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{
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memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
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locPoint = GetShaderLocation(shader, locName);
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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 };
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VectorNormalize(&direction);
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glUniform3f(locPoint, direction.x, direction.y, direction.z);
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} break;
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case LIGHT_SPOT:
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{
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memcpy(&locName[10], "position\0", strlen("position\0") + 1);
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locPoint = GetShaderLocation(shader, locName);
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glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
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memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
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locPoint = GetShaderLocation(shader, locName);
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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 };
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VectorNormalize(&direction);
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glUniform3f(locPoint, direction.x, direction.y, direction.z);
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memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0"));
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locPoint = GetShaderLocation(shader, locName);
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glUniform1f(locPoint, lights[i]->coneAngle);
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} break;
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default: break;
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case LIGHT_POINT:
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{
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memcpy(&locName[10], "position\0", strlen("position\0") + 1);
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locPoint = GetShaderLocation(shader, locName);
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glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
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memcpy(&locName[10], "radius\0", strlen("radius\0") + 2);
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locPoint = GetShaderLocation(shader, locName);
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glUniform1f(locPoint, lights[i]->radius);
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} break;
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case LIGHT_DIRECTIONAL:
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{
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memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
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locPoint = GetShaderLocation(shader, locName);
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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 };
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VectorNormalize(&direction);
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glUniform3f(locPoint, direction.x, direction.y, direction.z);
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} break;
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case LIGHT_SPOT:
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{
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memcpy(&locName[10], "position\0", strlen("position\0") + 1);
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locPoint = GetShaderLocation(shader, locName);
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glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
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memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
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locPoint = GetShaderLocation(shader, locName);
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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 };
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VectorNormalize(&direction);
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glUniform3f(locPoint, direction.x, direction.y, direction.z);
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memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0"));
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locPoint = GetShaderLocation(shader, locName);
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glUniform1f(locPoint, lights[i]->coneAngle);
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} break;
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default: break;
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}
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// TODO: Pass to the shader any other required data from LightData struct
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}
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else // Not enabled lights
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{
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memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
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locPoint = GetShaderLocation(shader, locName);
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glUniform1i(locPoint, 0);
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}
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// TODO: Pass to the shader any other required data from LightData struct
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}
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}
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@ -218,9 +218,9 @@ typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
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// Light type
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typedef struct LightData {
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unsigned int id; // Light unique id
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int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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bool enabled; // Light enabled
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int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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Vector3 position; // Light position
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Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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float radius; // Light attenuation radius light intensity reduced with distance (world distance)
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@ -78,7 +78,6 @@ static const char fStandardShaderStr[] =
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" float radius; \n"
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" float coneAngle; }; \n"
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"const int maxLights = 8; \n"
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"uniform int lightsCount; \n"
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"uniform Light lights[maxLights]; \n"
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"\n"
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"vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) \n"
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@ -157,7 +156,7 @@ static const char fStandardShaderStr[] =
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#elif defined(GRAPHICS_API_OPENGL_33)
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" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n"
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#endif
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" for (int i = 0; i < lightsCount; i++)\n"
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" for (int i = 0; i < maxLights; i++)\n"
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" {\n"
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" if (lights[i].enabled == 1)\n"
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" {\n"
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