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https://github.com/Not-Nik/raylib-zig.git
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127 lines
4.5 KiB
Zig
127 lines
4.5 KiB
Zig
// This is a zig port of rlights.h by Ryan Roden-Corrent (rcorre).
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// The original notice follows:
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//
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// *********************************************************************************************
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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
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// in other headers or source files without problems. But only ONE file should
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// 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
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// (@raysan5)
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//
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// This software is provided "as-is", without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the
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// use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// 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
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// claim that you wrote the original software. If you use this software in a
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// product, an acknowledgment in the product documentation would be appreciated
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// 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
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// be misrepresented 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
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// distribution.
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//
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// *********************************************************************************************/
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const std = @import("std");
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usingnamespace @import("raylib");
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const max_lights = 4;
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pub const Light = struct {
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type: LightType,
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position: Vector3,
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target: Vector3,
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color: Color,
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enabled: bool,
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// Shader locations
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enabledLoc: i32,
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typeLoc: i32,
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posLoc: i32,
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targetLoc: i32,
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colorLoc: i32,
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};
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// Light type
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pub const LightType = enum { directional, point };
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var lightsCount: u32 = 0;
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fn getShaderLoc(shader: Shader, name: []const u8) !i32 {
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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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// (note from original C implementation, I don't have a better idea)
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var buf: [32]u8 = undefined;
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const key = try std.fmt.bufPrintZ(buf[0..], "lights[{}].{s}", .{ lightsCount, name });
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return GetShaderLocation(shader, key);
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}
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// Create a light and get shader locations
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pub fn CreateLight(typ: LightType, position: Vector3, target: Vector3, color: Color, shader: Shader) !Light {
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if (lightsCount >= max_lights) {
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return error.TooManyLights;
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}
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const light = Light{
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.enabled = true,
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.type = typ,
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.position = position,
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.target = target,
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.color = color,
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.enabledLoc = try getShaderLoc(shader, "enabled"),
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.typeLoc = try getShaderLoc(shader, "type"),
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.posLoc = try getShaderLoc(shader, "position"),
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.targetLoc = try getShaderLoc(shader, "target"),
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.colorLoc = try getShaderLoc(shader, "color"),
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};
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UpdateLightValues(shader, light);
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lightsCount += 1;
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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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pub fn UpdateLightValues(shader: Shader, light: Light) void {
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// Send to shader light enabled state and type
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SetShaderValue(shader, light.enabledLoc, &light.enabled, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_INT));
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SetShaderValue(shader, light.typeLoc, &light.type, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_INT));
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// Send to shader light position values
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const position = [3]f32{ light.position.x, light.position.y, light.position.z };
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SetShaderValue(shader, light.posLoc, &position, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC3));
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// Send to shader light target position values
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const target = [3]f32{ light.target.x, light.target.y, light.target.z };
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SetShaderValue(shader, light.targetLoc, &target, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC3));
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// Send to shader light color values
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const color = [4]f32{
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@intToFloat(f32, light.color.r) / 255.0,
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@intToFloat(f32, light.color.g) / 255.0,
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@intToFloat(f32, light.color.b) / 255.0,
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@intToFloat(f32, light.color.a) / 255.0,
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};
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SetShaderValue(shader, light.colorLoc, &color, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC4));
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}
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