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	Some enums values have been renamed to be more consistent and also provide a more detailed description: - ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION - ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2 - MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO - PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
		
			
				
	
	
		
			183 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			183 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/**********************************************************************************************
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*
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*   raylib.lights - Some useful functions to deal with lights data
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*
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*   CONFIGURATION:
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*
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*   #define RLIGHTS_IMPLEMENTATION
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*       Generates the implementation of the library into the included file.
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*       If not defined, the library is in header only mode and can be included in other headers 
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*       or source files without problems. But only ONE file should hold the implementation.
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*
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*   LICENSE: zlib/libpng
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*
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*   Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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*
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*   This software is provided "as-is", without any express or implied warranty. In no event
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*   will the authors be held liable for any damages arising from the use of this software.
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*
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*   Permission is granted to anyone to use this software for any purpose, including commercial
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*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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*     1. The origin of this software must not be misrepresented; you must not claim that you
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*     wrote the original software. If you use this software in a product, an acknowledgment
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*     in the product documentation would be appreciated but is not required.
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*
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*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
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*     as being the original software.
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*
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*     3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RLIGHTS_H
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#define RLIGHTS_H
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define         MAX_LIGHTS            4         // Max dynamic lights supported by shader
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Light data
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typedef struct {   
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    int type;
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    Vector3 position;
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    Vector3 target;
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    Color color;
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    bool enabled;
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    // Shader locations
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    int enabledLoc;
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    int typeLoc;
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    int posLoc;
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    int targetLoc;
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    int colorLoc;
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} Light;
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// Light type
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typedef enum {
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    LIGHT_DIRECTIONAL,
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    LIGHT_POINT
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} LightType;
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#ifdef __cplusplus
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extern "C" {            // Prevents name mangling of functions
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#endif
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader);   // Create a light and get shader locations
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void UpdateLightValues(Shader shader, Light light);         // Send light properties to shader
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#ifdef __cplusplus
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}
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#endif
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#endif // RLIGHTS_H
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/***********************************************************************************
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*
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*   RLIGHTS IMPLEMENTATION
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*
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************************************************************************************/
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#if defined(RLIGHTS_IMPLEMENTATION)
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#include "raylib.h"
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static int lightsCount = 0;    // Current amount of created lights
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Create a light and get shader locations
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Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader)
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{
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    Light light = { 0 };
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    if (lightsCount < MAX_LIGHTS)
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    {
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        light.enabled = true;
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        light.type = type;
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        light.position = position;
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        light.target = target;
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        light.color = color;
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        // TODO: Below code doesn't look good to me, 
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        // it assumes a specific shader naming and structure
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        // Probably this implementation could be improved
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        char enabledName[32] = "lights[x].enabled\0";
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        char typeName[32] = "lights[x].type\0";
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        char posName[32] = "lights[x].position\0";
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        char targetName[32] = "lights[x].target\0";
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        char colorName[32] = "lights[x].color\0";
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        // Set location name [x] depending on lights count
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        enabledName[7] = '0' + lightsCount;
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        typeName[7] = '0' + lightsCount;
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        posName[7] = '0' + lightsCount;
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        targetName[7] = '0' + lightsCount;
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        colorName[7] = '0' + lightsCount;
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        light.enabledLoc = GetShaderLocation(shader, enabledName);
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        light.typeLoc = GetShaderLocation(shader, typeName);
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        light.posLoc = GetShaderLocation(shader, posName);
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        light.targetLoc = GetShaderLocation(shader, targetName);
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        light.colorLoc = GetShaderLocation(shader, colorName);
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        UpdateLightValues(shader, light);
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        lightsCount++;
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    }
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    return light;
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}
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// Send light properties to shader
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// NOTE: Light shader locations should be available 
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void UpdateLightValues(Shader shader, Light light)
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{
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    // Send to shader light enabled state and type
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    SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
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    SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
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    // Send to shader light position values
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    float position[3] = { light.position.x, light.position.y, light.position.z };
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    SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3);
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    // Send to shader light target position values
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    float target[3] = { light.target.x, light.target.y, light.target.z };
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    SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
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    // Send to shader light color values
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    float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, 
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                       (float)light.color.b/(float)255, (float)light.color.a/(float)255 };
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    SetShaderValue(shader, light.colorLoc, color, SHADER_UNIFORM_VEC4);
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}
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#endif // RLIGHTS_IMPLEMENTATION
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