/********************************************************************************************** * * raylib.lights - Some useful functions to deal with lights data * * CONFIGURATION: * * #define RLIGHTS_IMPLEMENTATION * Generates the implementation of the library into the included file. * If not defined, the library is in header only mode and can be included in other headers * or source files without problems. But only ONE file should hold the implementation. * * LICENSE: zlib/libpng * * Copyright (c) 2017-2019 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) * * 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 RLIGHTS_H #define RLIGHTS_H //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- #define MAX_LIGHTS 4 // Max dynamic lights supported by shader //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // Light data typedef struct { int type; Vector3 position; Vector3 target; Color color; bool enabled; // Shader locations int enabledLoc; int typeLoc; int posLoc; int targetLoc; int colorLoc; } Light; // Light type typedef enum { LIGHT_DIRECTIONAL, LIGHT_POINT } LightType; #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations void UpdateLightValues(Shader shader, Light light); // Send light properties to shader #ifdef __cplusplus } #endif #endif // RLIGHTS_H /*********************************************************************************** * * RLIGHTS IMPLEMENTATION * ************************************************************************************/ #if defined(RLIGHTS_IMPLEMENTATION) #include "raylib.h" //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- // ... //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // ... //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- static int lightsCount = 0; // Current amount of created lights //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- // ... //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- // Create a light and get shader locations Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader) { Light light = { 0 }; if (lightsCount < MAX_LIGHTS) { light.enabled = true; light.type = type; light.position = position; light.target = target; light.color = color; // TODO: Below code doesn't look good to me, // it assumes a specific shader naming and structure // Probably this implementation could be improved char enabledName[32] = "lights[x].enabled\0"; char typeName[32] = "lights[x].type\0"; char posName[32] = "lights[x].position\0"; char targetName[32] = "lights[x].target\0"; char colorName[32] = "lights[x].color\0"; // Set location name [x] depending on lights count enabledName[7] = '0' + lightsCount; typeName[7] = '0' + lightsCount; posName[7] = '0' + lightsCount; targetName[7] = '0' + lightsCount; colorName[7] = '0' + lightsCount; light.enabledLoc = GetShaderLocation(shader, enabledName); light.typeLoc = GetShaderLocation(shader, typeName); light.posLoc = GetShaderLocation(shader, posName); light.targetLoc = GetShaderLocation(shader, targetName); light.colorLoc = GetShaderLocation(shader, colorName); UpdateLightValues(shader, light); lightsCount++; } return light; } // Send light properties to shader // NOTE: Light shader locations should be available void UpdateLightValues(Shader shader, Light light) { // Send to shader light enabled state and type SetShaderValue(shader, light.enabledLoc, &light.enabled, UNIFORM_INT); SetShaderValue(shader, light.typeLoc, &light.type, UNIFORM_INT); // Send to shader light position values float position[3] = { light.position.x, light.position.y, light.position.z }; SetShaderValue(shader, light.posLoc, position, UNIFORM_VEC3); // Send to shader light target position values float target[3] = { light.target.x, light.target.y, light.target.z }; SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3); // Send to shader light color values float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 }; SetShaderValue(shader, light.colorLoc, color, UNIFORM_VEC4); } #endif // RLIGHTS_IMPLEMENTATION