/********************************************************************************************** * * 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 //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- //... //---------------------------------------------------------------------------------- // Types and Structures Definitions //---------------------------------------------------------------------------------- //... //---------------------------------------------------------------------------------- // Module Functions Declarations //---------------------------------------------------------------------------------- // 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; }