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authorRay <[email protected]>2019-05-06 16:39:25 +0200
committerRay <[email protected]>2019-05-06 16:39:25 +0200
commit7a23a35eeda3b107d20476fb5a02ec40e867188b (patch)
tree8060e28a77beb497da64c7083cc97e3812d1e7ed /examples
parent621965cb8cbb743820dd66bdde61fc3c79b156a8 (diff)
downloadraylib-7a23a35eeda3b107d20476fb5a02ec40e867188b.tar.gz
raylib-7a23a35eeda3b107d20476fb5a02ec40e867188b.zip
Remove broken example: standard_lighting
Diffstat (limited to 'examples')
-rw-r--r--examples/others/resources/shaders/glsl100/standard.fs152
-rw-r--r--examples/others/resources/shaders/glsl100/standard.vs23
-rw-r--r--examples/others/resources/shaders/glsl330/standard.fs150
-rw-r--r--examples/others/resources/shaders/glsl330/standard.vs23
-rw-r--r--examples/others/standard_lighting.c474
5 files changed, 0 insertions, 822 deletions
diff --git a/examples/others/resources/shaders/glsl100/standard.fs b/examples/others/resources/shaders/glsl100/standard.fs
deleted file mode 100644
index fe604e2a..00000000
--- a/examples/others/resources/shaders/glsl100/standard.fs
+++ /dev/null
@@ -1,152 +0,0 @@
-#version 100
-
-precision mediump float;
-
-varying vec3 fragPosition;
-varying vec2 fragTexCoord;
-varying vec4 fragColor;
-varying vec3 fragNormal;
-
-uniform sampler2D texture0;
-uniform sampler2D texture1;
-uniform sampler2D texture2;
-
-uniform vec4 colAmbient;
-uniform vec4 colDiffuse;
-uniform vec4 colSpecular;
-uniform float glossiness;
-
-uniform int useNormal;
-uniform int useSpecular;
-
-uniform mat4 modelMatrix;
-uniform vec3 viewDir;
-
-struct Light {
- int enabled;
- int type;
- vec3 position;
- vec3 direction;
- vec4 diffuse;
- float intensity;
- float radius;
- float coneAngle;
-};
-
-const int maxLights = 8;
-uniform Light lights[maxLights];
-
-vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
-{
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));
- vec3 surfaceToLight = l.position - surfacePos;
-
- // Diffuse shading
- float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
- float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(-l.direction + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
-}
-
-vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
-{
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- // Combine results
- return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
-}
-
-vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
-{
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
- vec3 lightToSurface = normalize(surfacePos - l.position);
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
-
- // Spot attenuation
- float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
- attenuation = dot(lightToSurface, -lightDir);
-
- float lightToSurfaceAngle = degrees(acos(attenuation));
- if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
-
- float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
-
- // Combine diffuse and attenuation
- float diffAttenuation = diff*attenuation;
-
- // Specular shading
- float spec = 0.0;
- if (diffAttenuation > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
-}
-
-void main()
-{
- // Calculate fragment normal in screen space
- // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
- mat3 normalMatrix = mat3(modelMatrix);
- vec3 normal = normalize(normalMatrix*fragNormal);
-
- // Normalize normal and view direction vectors
- vec3 n = normalize(normal);
- vec3 v = normalize(viewDir);
-
- // Calculate diffuse texture color fetching
- vec4 texelColor = texture2D(texture0, fragTexCoord);
- vec3 lighting = colAmbient.rgb;
-
- // Calculate normal texture color fetching or set to maximum normal value by default
- if (useNormal == 1)
- {
- n *= texture2D(texture1, fragTexCoord).rgb;
- n = normalize(n);
- }
-
- // Calculate specular texture color fetching or set to maximum specular value by default
- float spec = 1.0;
- if (useSpecular == 1) spec = texture2D(texture2, fragTexCoord).r;
-
- for (int i = 0; i < maxLights; i++)
- {
- // Check if light is enabled
- if (lights[i].enabled == 1)
- {
- // Calculate lighting based on light type
- if(lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
- else if(lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
- else if(lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
-
- // NOTE: It seems that too many ComputeLight*() operations inside for loop breaks the shader on RPI
- }
- }
-
- // Calculate final fragment color
- gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
-}
diff --git a/examples/others/resources/shaders/glsl100/standard.vs b/examples/others/resources/shaders/glsl100/standard.vs
deleted file mode 100644
index 2b958938..00000000
--- a/examples/others/resources/shaders/glsl100/standard.vs
+++ /dev/null
@@ -1,23 +0,0 @@
-#version 100
-
-attribute vec3 vertexPosition;
-attribute vec3 vertexNormal;
-attribute vec2 vertexTexCoord;
-attribute vec4 vertexColor;
-
-varying vec3 fragPosition;
-varying vec2 fragTexCoord;
-varying vec4 fragColor;
-varying vec3 fragNormal;
-
-uniform mat4 mvp;
-
-void main()
-{
- fragPosition = vertexPosition;
- fragTexCoord = vertexTexCoord;
- fragColor = vertexColor;
- fragNormal = vertexNormal;
-
- gl_Position = mvp*vec4(vertexPosition, 1.0);
-} \ No newline at end of file
diff --git a/examples/others/resources/shaders/glsl330/standard.fs b/examples/others/resources/shaders/glsl330/standard.fs
deleted file mode 100644
index 0d461484..00000000
--- a/examples/others/resources/shaders/glsl330/standard.fs
+++ /dev/null
@@ -1,150 +0,0 @@
-#version 330
-
-in vec3 fragPosition;
-in vec2 fragTexCoord;
-in vec4 fragColor;
-in vec3 fragNormal;
-
-out vec4 finalColor;
-
-uniform sampler2D texture0;
-uniform sampler2D texture1;
-uniform sampler2D texture2;
-
-uniform vec4 colAmbient;
-uniform vec4 colDiffuse;
-uniform vec4 colSpecular;
-uniform float glossiness;
-
-uniform int useNormal;
-uniform int useSpecular;
-
-uniform mat4 modelMatrix;
-uniform vec3 viewDir;
-
-struct Light {
- int enabled;
- int type;
- vec3 position;
- vec3 direction;
- vec4 diffuse;
- float intensity;
- float radius;
- float coneAngle;
-};
-
-const int maxLights = 8;
-uniform Light lights[maxLights];
-
-vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
-{
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
- vec3 surfaceToLight = l.position - surfacePos;
-
- // Diffuse shading
- float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
- float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(-l.direction + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
-}
-
-vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
-{
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- // Combine results
- return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
-}
-
-vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
-{
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
- vec3 lightToSurface = normalize(surfacePos - l.position);
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
-
- // Spot attenuation
- float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
- attenuation = dot(lightToSurface, -lightDir);
-
- float lightToSurfaceAngle = degrees(acos(attenuation));
- if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
-
- float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
-
- // Combine diffuse and attenuation
- float diffAttenuation = diff*attenuation;
-
- // Specular shading
- float spec = 0.0;
- if (diffAttenuation > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
-}
-
-void main()
-{
- // Calculate fragment normal in screen space
- // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
- mat3 normalMatrix = mat3(modelMatrix);
- vec3 normal = normalize(normalMatrix*fragNormal);
-
- // Normalize normal and view direction vectors
- vec3 n = normalize(normal);
- vec3 v = normalize(viewDir);
-
- // Calculate diffuse texture color fetching
- vec4 texelColor = texture(texture0, fragTexCoord);
- vec3 lighting = colAmbient.rgb;
-
- // Calculate normal texture color fetching or set to maximum normal value by default
- if (useNormal == 1)
- {
- n *= texture(texture1, fragTexCoord).rgb;
- n = normalize(n);
- }
-
- // Calculate specular texture color fetching or set to maximum specular value by default
- float spec = 1.0;
- if (useSpecular == 1) spec = texture(texture2, fragTexCoord).r;
-
- for (int i = 0; i < maxLights; i++)
- {
- // Check if light is enabled
- if (lights[i].enabled == 1)
- {
- // Calculate lighting based on light type
- if (lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
- else if (lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
- else if (lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
- }
- }
-
- // Calculate final fragment color
- finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
-}
diff --git a/examples/others/resources/shaders/glsl330/standard.vs b/examples/others/resources/shaders/glsl330/standard.vs
deleted file mode 100644
index e2022201..00000000
--- a/examples/others/resources/shaders/glsl330/standard.vs
+++ /dev/null
@@ -1,23 +0,0 @@
-#version 330
-
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-in vec4 vertexColor;
-
-out vec3 fragPosition;
-out vec2 fragTexCoord;
-out vec3 fragNormal;
-out vec4 fragColor;
-
-uniform mat4 mvp;
-
-void main()
-{
- fragPosition = vertexPosition;
- fragTexCoord = vertexTexCoord;
- fragNormal = vertexNormal;
- fragColor = vertexColor;
-
- gl_Position = mvp*vec4(vertexPosition, 1.0);
-} \ No newline at end of file
diff --git a/examples/others/standard_lighting.c b/examples/others/standard_lighting.c
deleted file mode 100644
index c37ae151..00000000
--- a/examples/others/standard_lighting.c
+++ /dev/null
@@ -1,474 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [shaders] example - Standard lighting (materials and lights)
-*
-* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
-*
-* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
-* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
-* raylib comes with shaders ready for both versions, check raylib/shaders install folder
-*
-* This example has been created using raylib 1.7 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2016-2017 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#include <stdlib.h> // Required for: NULL
-#include <string.h> // Required for: strcpy()
-#include <math.h> // Required for: vector math
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#define MAX_LIGHTS 8 // Max lights supported by standard shader
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-
-// Light type
-typedef struct LightData {
- unsigned int id; // Light unique id
- bool enabled; // Light enabled
- int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
-
- Vector3 position; // Light position
- Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
- float radius; // Light attenuation radius light intensity reduced with distance (world distance)
-
- Color diffuse; // Light diffuse color
- float intensity; // Light intensity level
-
- float coneAngle; // Light cone max angle: LIGHT_SPOT
-} LightData, *Light;
-
-// Light types
-typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-static Light lights[MAX_LIGHTS]; // Lights pool
-static int lightsCount = 0; // Enabled lights counter
-static int lightsLocs[MAX_LIGHTS][8]; // Lights location points in shader: 8 possible points per light:
- // enabled, type, position, target, radius, diffuse, intensity, coneAngle
-
-//----------------------------------------------------------------------------------
-// Module Functions Declaration
-//----------------------------------------------------------------------------------
-static Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
-static void DestroyLight(Light light); // Destroy a light and take it out of the list
-static void DrawLight(Light light); // Draw light in 3D world
-
-static void GetShaderLightsLocations(Shader shader); // Get shader locations for lights (up to MAX_LIGHTS)
-static void SetShaderLightsValues(Shader shader); // Set shader uniform values for lights
-
-// Vector3 math functions
-static float VectorLength(const Vector3 v); // Calculate vector length
-static void VectorNormalize(Vector3 *v); // Normalize provided vector
-static Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors
-
-
-//https://www.gamedev.net/topic/655969-speed-gluniform-vs-uniform-buffer-objects/
-//https://www.reddit.com/r/opengl/comments/4ri20g/is_gluniform_more_expensive_than_glprogramuniform/
-//http://cg.alexandra.dk/?p=3778 - AZDO
-//https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html
-
-//------------------------------------------------------------------------------------
-// Program main entry point
-//------------------------------------------------------------------------------------
-int main()
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
- SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
-
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
-
- // Define the camera to look into our 3d world
- Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
-
- Model model = LoadModel("../models/resources/pbr/trooper.obj"); // Load OBJ model
-
- Material material = { 0 };
-
- material.shader = LoadShader("resources/shaders/glsl330/standard.vs",
- "resources/shaders/glsl330/standard.fs");
-
- // Try to get lights location points (if available)
- GetShaderLightsLocations(material.shader);
-
- material.maps[MAP_DIFFUSE].texture = LoadTexture("../models/resources/pbr/trooper_albedo.png"); // Load model diffuse texture
- material.maps[MAP_NORMAL].texture = LoadTexture("../models/resources/pbr/trooper_normals.png"); // Load model normal texture
- material.maps[MAP_SPECULAR].texture = LoadTexture("../models/resources/pbr/trooper_roughness.png"); // Load model specular texture
- material.maps[MAP_DIFFUSE].color = WHITE;
- material.maps[MAP_SPECULAR].color = WHITE;
-
- model.materials[0] = material; // Apply material to model
-
- Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
- spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
- spotLight->intensity = 2.0f;
- spotLight->diffuse = (Color){255, 100, 100, 255};
- spotLight->coneAngle = 60.0f;
-
- Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
- dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
- dirLight->intensity = 2.0f;
- dirLight->diffuse = (Color){100, 255, 100, 255};
-
- Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
- pointLight->intensity = 2.0f;
- pointLight->diffuse = (Color){100, 100, 255, 255};
- pointLight->radius = 3.0f;
-
- // Set shader lights values for enabled lights
- // NOTE: If values are not changed in real time, they can be set at initialization!!!
- SetShaderLightsValues(material.shader);
-
- // Setup orbital camera
- SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera); // Update camera
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawModel(model, position, 2.0f, WHITE); // Draw 3d model with texture
-
- DrawLight(spotLight); // Draw spot light
- DrawLight(dirLight); // Draw directional light
- DrawLight(pointLight); // Draw point light
-
- DrawGrid(10, 1.0f); // Draw a grid
-
- EndMode3D();
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadMaterial(material); // Unload material and assigned textures
- UnloadModel(model); // Unload model
-
- // Destroy all created lights
- DestroyLight(pointLight);
- DestroyLight(dirLight);
- DestroyLight(spotLight);
-
- // Unload lights
- if (lightsCount > 0)
- {
- for (int i = 0; i < lightsCount; i++) free(lights[i]);
- lightsCount = 0;
- }
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
-
-//--------------------------------------------------------------------------------------------
-// Module Functions Definitions
-//--------------------------------------------------------------------------------------------
-
-// Create a new light, initialize it and add to pool
-Light CreateLight(int type, Vector3 position, Color diffuse)
-{
- Light light = NULL;
-
- if (lightsCount < MAX_LIGHTS)
- {
- // Allocate dynamic memory
- light = (Light)malloc(sizeof(LightData));
-
- // Initialize light values with generic values
- light->id = lightsCount;
- light->type = type;
- light->enabled = true;
-
- light->position = position;
- light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
- light->intensity = 1.0f;
- light->diffuse = diffuse;
-
- // Add new light to the array
- lights[lightsCount] = light;
-
- // Increase enabled lights count
- lightsCount++;
- }
- else
- {
- // NOTE: Returning latest created light to avoid crashes
- light = lights[lightsCount];
- }
-
- return light;
-}
-
-// Destroy a light and take it out of the list
-void DestroyLight(Light light)
-{
- if (light != NULL)
- {
- int lightId = light->id;
-
- // Free dynamic memory allocation
- free(lights[lightId]);
-
- // Remove *obj from the pointers array
- for (int i = lightId; i < lightsCount; i++)
- {
- // Resort all the following pointers of the array
- if ((i + 1) < lightsCount)
- {
- lights[i] = lights[i + 1];
- lights[i]->id = lights[i + 1]->id;
- }
- }
-
- // Decrease enabled physic objects count
- lightsCount--;
- }
-}
-
-// Draw light in 3D world
-void DrawLight(Light light)
-{
- switch (light->type)
- {
- case LIGHT_POINT:
- {
- DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
-
- DrawCircle3D(light->position, light->radius, (Vector3){ 0, 0, 0 }, 0.0f, (light->enabled ? light->diffuse : GRAY));
- DrawCircle3D(light->position, light->radius, (Vector3){ 1, 0, 0 }, 90.0f, (light->enabled ? light->diffuse : GRAY));
- DrawCircle3D(light->position, light->radius, (Vector3){ 0, 1, 0 },90.0f, (light->enabled ? light->diffuse : GRAY));
- } break;
- case LIGHT_DIRECTIONAL:
- {
- DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
-
- DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
- DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
- } break;
- case LIGHT_SPOT:
- {
- DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
-
- Vector3 dir = VectorSubtract(light->target, light->position);
- VectorNormalize(&dir);
-
- DrawCircle3D(light->position, 0.5f, dir, 0.0f, (light->enabled ? light->diffuse : GRAY));
-
- //DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY));
- DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
- } break;
- default: break;
- }
-}
-
-// Get shader locations for lights (up to MAX_LIGHTS)
-static void GetShaderLightsLocations(Shader shader)
-{
- char locName[32] = "lights[x].\0";
- char locNameUpdated[64];
-
- for (int i = 0; i < MAX_LIGHTS; i++)
- {
- locName[7] = '0' + i;
-
- strcpy(locNameUpdated, locName);
- strcat(locNameUpdated, "enabled\0");
- lightsLocs[i][0] = GetShaderLocation(shader, locNameUpdated);
-
- locNameUpdated[0] = '\0';
- strcpy(locNameUpdated, locName);
- strcat(locNameUpdated, "type\0");
- lightsLocs[i][1] = GetShaderLocation(shader, locNameUpdated);
-
- locNameUpdated[0] = '\0';
- strcpy(locNameUpdated, locName);
- strcat(locNameUpdated, "position\0");
- lightsLocs[i][2] = GetShaderLocation(shader, locNameUpdated);
-
- locNameUpdated[0] = '\0';
- strcpy(locNameUpdated, locName);
- strcat(locNameUpdated, "direction\0");
- lightsLocs[i][3] = GetShaderLocation(shader, locNameUpdated);
-
- locNameUpdated[0] = '\0';
- strcpy(locNameUpdated, locName);
- strcat(locNameUpdated, "radius\0");
- lightsLocs[i][4] = GetShaderLocation(shader, locNameUpdated);
-
- locNameUpdated[0] = '\0';
- strcpy(locNameUpdated, locName);
- strcat(locNameUpdated, "diffuse\0");
- lightsLocs[i][5] = GetShaderLocation(shader, locNameUpdated);
-
- locNameUpdated[0] = '\0';
- strcpy(locNameUpdated, locName);
- strcat(locNameUpdated, "intensity\0");
- lightsLocs[i][6] = GetShaderLocation(shader, locNameUpdated);
-
- locNameUpdated[0] = '\0';
- strcpy(locNameUpdated, locName);
- strcat(locNameUpdated, "coneAngle\0");
- lightsLocs[i][7] = GetShaderLocation(shader, locNameUpdated);
- }
-}
-
-// Set shader uniform values for lights
-// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0
-static void SetShaderLightsValues(Shader shader)
-{
- int tempInt[8] = { 0 };
- float tempFloat[8] = { 0.0f };
-
- for (int i = 0; i < MAX_LIGHTS; i++)
- {
- if (i < lightsCount)
- {
- tempInt[0] = lights[i]->enabled;
- SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], lights[i]->enabled);
-
- tempInt[0] = lights[i]->type;
- SetShaderValue(shader, lightsLocs[i][1], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][1], lights[i]->type);
-
- tempFloat[0] = (float)lights[i]->diffuse.r/255.0f;
- tempFloat[1] = (float)lights[i]->diffuse.g/255.0f;
- tempFloat[2] = (float)lights[i]->diffuse.b/255.0f;
- tempFloat[3] = (float)lights[i]->diffuse.a/255.0f;
- SetShaderValue(shader, lightsLocs[i][5], tempFloat, UNIFORM_VEC4);
- //glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
-
- tempFloat[0] = lights[i]->intensity;
- SetShaderValue(shader, lightsLocs[i][6], tempFloat, UNIFORM_FLOAT);
-
- switch (lights[i]->type)
- {
- case LIGHT_POINT:
- {
- tempFloat[0] = lights[i]->position.x;
- tempFloat[1] = lights[i]->position.y;
- tempFloat[2] = lights[i]->position.z;
- SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3);
-
- tempFloat[0] = lights[i]->radius;
- SetShaderValue(shader, lightsLocs[i][4], tempFloat, UNIFORM_FLOAT);
-
- //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
- //glUniform1f(lightsLocs[i][4], lights[i]->radius);
- } break;
- case LIGHT_DIRECTIONAL:
- {
- Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
- VectorNormalize(&direction);
-
- tempFloat[0] = direction.x;
- tempFloat[1] = direction.y;
- tempFloat[2] = direction.z;
- SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3);
-
- //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
- } break;
- case LIGHT_SPOT:
- {
- tempFloat[0] = lights[i]->position.x;
- tempFloat[1] = lights[i]->position.y;
- tempFloat[2] = lights[i]->position.z;
- SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3);
-
- //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
-
- Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
- VectorNormalize(&direction);
-
- tempFloat[0] = direction.x;
- tempFloat[1] = direction.y;
- tempFloat[2] = direction.z;
- SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3);
- //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
-
- tempFloat[0] = lights[i]->coneAngle;
- SetShaderValue(shader, lightsLocs[i][7], tempFloat, UNIFORM_FLOAT);
- //glUniform1f(lightsLocs[i][7], lights[i]->coneAngle);
- } break;
- default: break;
- }
- }
- else
- {
- tempInt[0] = 0;
- SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], 0); // Light disabled
- }
- }
-}
-
-// Calculate vector length
-float VectorLength(const Vector3 v)
-{
- float length;
-
- length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
-
- return length;
-}
-
-// Normalize provided vector
-void VectorNormalize(Vector3 *v)
-{
- float length, ilength;
-
- length = VectorLength(*v);
-
- if (length == 0.0f) length = 1.0f;
-
- ilength = 1.0f/length;
-
- v->x *= ilength;
- v->y *= ilength;
- v->z *= ilength;
-}
-
-// Substract two vectors
-Vector3 VectorSubtract(Vector3 v1, Vector3 v2)
-{
- Vector3 result;
-
- result.x = v1.x - v2.x;
- result.y = v1.y - v2.y;
- result.z = v1.z - v2.z;
-
- return result;
-}