Added lighting engine module

- New lighting engine module which contains new data types Light and
Material. These data types and functions facilitates making a basic 3D
iluminated program with a light and a model.

- Added lighting engine module example (currently included in raylib.h;
it might be compiled by separate and include lighting.h in game source C
file).

- Corrected some opengl defines control structures and added some TODO
to fix raylib-opengl 1.1 source build (note: now source can be compiled
without errors, but rlglReadPixels() won't work properly).

Note: most of functions of phong version 330 shader are not in v100
shaders, so I couldn't write a version 100 phong shader. These functions
are included from version 150.
This commit is contained in:
victorfisac
2015-12-21 17:25:22 +01:00
parent 4db2da9185
commit 1bcb5ddd50
12 changed files with 7078 additions and 1 deletions

View File

@@ -368,6 +368,26 @@ typedef struct Wave {
short channels;
} Wave;
// Light type
typedef struct Light {
float position[3];
float rotation[3];
float intensity[1];
float ambientColor[3];
float diffuseColor[3];
float specularColor[3];
float specularIntensity[1];
} Light;
// Material type
typedef struct Material {
float ambientColor[3];
float diffuseColor[3];
float specularColor[3];
float glossiness[1];
float normalDepth[1];
} Material;
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@@ -702,6 +722,26 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
//----------------------------------------------------------------------------------
// Lighting System Functions (engine-module: lighting)
// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
//----------------------------------------------------------------------------------
// Lights functions
void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer
void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer
void SetLightIntensity(Light *light, float intensity); // Set light intensity value
void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color)
void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color)
void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color)
void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier)
// Materials functions
void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color)
void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter)
void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color)
void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------