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Add standard lighting (2/3)
- 3 light types added (point, directional, spot). - DrawLights() function added using line shapes. - Standard lighting example added. - Removed useless struct variables from material and light. - Fixed light attributes dynamic locations errors. - Standard vertex and fragment shaders temporally added until rewrite it as char pointers in rlgl. TODO: - Add normal and specular maps calculations in standard shader. - Add control structs to handle which attributes needs to be calculated (textures, specular...). - Adapt standard shader to version 110. - Rewrite standard shader as char pointers in rlgl.
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32
src/rlgl.h
32
src/rlgl.h
@@ -196,40 +196,34 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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// Material type
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typedef struct Material {
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Shader shader;
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Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
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Texture2D texDiffuse; // Diffuse texture
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Texture2D texNormal; // Normal texture
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Texture2D texSpecular; // Specular texture
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Texture2D texDiffuse; // Diffuse texture
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Texture2D texNormal; // Normal texture
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Texture2D texSpecular; // Specular texture
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Color colDiffuse;
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Color colAmbient;
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Color colSpecular;
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Color colDiffuse; // Diffuse color
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Color colAmbient; // Ambient color
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Color colSpecular; // Specular color
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float glossiness;
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float normalDepth;
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float glossiness; // Glossiness level (Ranges from 0 to 1000)
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float normalDepth; // Normal map depth
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} Material;
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// Light type
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// TODO: Review contained data to support different light types and features
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typedef struct LightData {
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int id;
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int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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bool enabled;
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Vector3 position;
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Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction)
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float attenuation; // Lost of light intensity with distance (use radius?)
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Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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float attenuation; // Lost of light intensity with distance (world distance)
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Color diffuse; // Use Vector3 diffuse (including intensities)?
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Color diffuse; // Use Vector3 diffuse
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float intensity;
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Color specular;
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//float specFactor; // Specular intensity ?
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//Color ambient; // Required?
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float coneAngle; // SpotLight
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float coneAngle; // Spot light max angle
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} LightData, *Light;
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// Color blending modes (pre-defined)
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