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| author | raysan5 <[email protected]> | 2016-07-06 20:33:46 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2016-07-06 20:33:46 +0200 |
| commit | 7cefbd8a947551f6c63dba88117099d6c0f4998b (patch) | |
| tree | dae0c3d860df39b63d025a9c70e1b12a9a5f3c16 /src/rlgl.c | |
| parent | e2a3a52ad6acaacf8c839fcefd405ff3258dcad9 (diff) | |
| download | raylib-7cefbd8a947551f6c63dba88117099d6c0f4998b.tar.gz raylib-7cefbd8a947551f6c63dba88117099d6c0f4998b.zip | |
Updated lighting system...
...to avoid dynamic conditions on for loop (lightsCount) on standard
shader, it seems GLSL 100 doesn't support that feature... on some GPUs
like RaspberryPi...
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 196 |
1 files changed, 105 insertions, 91 deletions
@@ -260,7 +260,7 @@ static bool texCompASTCSupported = false; // ASTC texture compression support // Lighting data static Light lights[MAX_LIGHTS]; // Lights pool -static int lightsCount; // Enabled lights counter +static int lightsCount = 0; // Enabled lights counter #endif #if defined(RLGL_OCULUS_SUPPORT) @@ -2454,24 +2454,28 @@ Light CreateLight(int type, Vector3 position, Color diffuse) Light light = NULL; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // 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++; + 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 TraceLog(WARNING, "Too many lights, only supported up to %i lights", MAX_LIGHTS); #else // TODO: Support OpenGL 1.1 lighting system TraceLog(WARNING, "Lighting currently not supported on OpenGL 1.1"); @@ -2484,23 +2488,26 @@ Light CreateLight(int type, Vector3 position, Color diffuse) void DestroyLight(Light light) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Free dynamic memory allocation - free(lights[light->id]); - - // Remove *obj from the pointers array - for (int i = light->id; i < lightsCount; i++) + if (light != NULL) { - // Resort all the following pointers of the array - if ((i + 1) < lightsCount) + // Free dynamic memory allocation + free(lights[light->id]); + + // Remove *obj from the pointers array + for (int i = light->id; i < lightsCount; i++) { - lights[i] = lights[i + 1]; - lights[i]->id = lights[i + 1]->id; + // Resort all the following pointers of the array + if ((i + 1) < lightsCount) + { + lights[i] = lights[i + 1]; + lights[i]->id = lights[i + 1]->id; + } + else free(lights[i]); } - else free(lights[i]); + + // Decrease enabled physic objects count + lightsCount--; } - - // Decrease enabled physic objects count - lightsCount--; #endif } @@ -3625,72 +3632,79 @@ static void UnloadDefaultBuffers(void) // NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f static void SetShaderLights(Shader shader) { - int locPoint = glGetUniformLocation(shader.id, "lightsCount"); - glUniform1i(locPoint, lightsCount); - + int locPoint = -1; char locName[32] = "lights[x].position\0"; - for (int i = 0; i < lightsCount; i++) + for (int i = 0; i < MAX_LIGHTS; i++) { locName[7] = '0' + i; - - memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1); - locPoint = GetShaderLocation(shader, locName); - glUniform1i(locPoint, lights[i]->enabled); - - memcpy(&locName[10], "type\0", strlen("type\0") + 1); - locPoint = GetShaderLocation(shader, locName); - glUniform1i(locPoint, lights[i]->type); - - memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2); - locPoint = glGetUniformLocation(shader.id, locName); - glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255); - - memcpy(&locName[10], "intensity\0", strlen("intensity\0")); - locPoint = glGetUniformLocation(shader.id, locName); - glUniform1f(locPoint, lights[i]->intensity); - - switch (lights[i]->type) + + if (lights[i] != NULL) // Only upload registered lights data { - case LIGHT_POINT: - { - memcpy(&locName[10], "position\0", strlen("position\0") + 1); - locPoint = GetShaderLocation(shader, locName); - glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); - - memcpy(&locName[10], "radius\0", strlen("radius\0") + 2); - locPoint = GetShaderLocation(shader, locName); - glUniform1f(locPoint, lights[i]->radius); - } break; - case LIGHT_DIRECTIONAL: - { - memcpy(&locName[10], "direction\0", strlen("direction\0") + 2); - locPoint = GetShaderLocation(shader, locName); - Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; - VectorNormalize(&direction); - glUniform3f(locPoint, direction.x, direction.y, direction.z); - } break; - case LIGHT_SPOT: + memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1); + locPoint = GetShaderLocation(shader, locName); + glUniform1i(locPoint, lights[i]->enabled); + + memcpy(&locName[10], "type\0", strlen("type\0") + 1); + locPoint = GetShaderLocation(shader, locName); + glUniform1i(locPoint, lights[i]->type); + + memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2); + locPoint = glGetUniformLocation(shader.id, locName); + glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255); + + memcpy(&locName[10], "intensity\0", strlen("intensity\0")); + locPoint = glGetUniformLocation(shader.id, locName); + glUniform1f(locPoint, lights[i]->intensity); + + switch (lights[i]->type) { - memcpy(&locName[10], "position\0", strlen("position\0") + 1); - locPoint = GetShaderLocation(shader, locName); - glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); - - memcpy(&locName[10], "direction\0", strlen("direction\0") + 2); - locPoint = GetShaderLocation(shader, locName); - - Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; - VectorNormalize(&direction); - glUniform3f(locPoint, direction.x, direction.y, direction.z); - - memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0")); - locPoint = GetShaderLocation(shader, locName); - glUniform1f(locPoint, lights[i]->coneAngle); - } break; - default: break; + case LIGHT_POINT: + { + memcpy(&locName[10], "position\0", strlen("position\0") + 1); + locPoint = GetShaderLocation(shader, locName); + glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); + + memcpy(&locName[10], "radius\0", strlen("radius\0") + 2); + locPoint = GetShaderLocation(shader, locName); + glUniform1f(locPoint, lights[i]->radius); + } break; + case LIGHT_DIRECTIONAL: + { + memcpy(&locName[10], "direction\0", strlen("direction\0") + 2); + locPoint = GetShaderLocation(shader, locName); + Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; + VectorNormalize(&direction); + glUniform3f(locPoint, direction.x, direction.y, direction.z); + } break; + case LIGHT_SPOT: + { + memcpy(&locName[10], "position\0", strlen("position\0") + 1); + locPoint = GetShaderLocation(shader, locName); + glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); + + memcpy(&locName[10], "direction\0", strlen("direction\0") + 2); + locPoint = GetShaderLocation(shader, locName); + + Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; + VectorNormalize(&direction); + glUniform3f(locPoint, direction.x, direction.y, direction.z); + + memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0")); + locPoint = GetShaderLocation(shader, locName); + glUniform1f(locPoint, lights[i]->coneAngle); + } break; + default: break; + } + + // TODO: Pass to the shader any other required data from LightData struct + } + else // Not enabled lights + { + memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1); + locPoint = GetShaderLocation(shader, locName); + glUniform1i(locPoint, 0); } - - // TODO: Pass to the shader any other required data from LightData struct } } |
