/******************************************************************************************* * * 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. * **********************************************************************************************/ #ifndef LIGHTING_H #define LIGHTING_H //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- //... //---------------------------------------------------------------------------------- // Types and Structures Definition // NOTE: Below types are required for LIGHTING_STANDALONE usage //---------------------------------------------------------------------------------- // Vector3 type typedef struct Vector3 { float x; float y; float z; } Vector3; // Light type typedef struct Light { float position[3]; float rotation[3]; float intensity[1]; float ambientColor[3]; float diffuseColor[3]; float specularColor[3]; float specularIntensity[1]; } Light; // Material type typedef struct Material { float ambientColor[3]; float diffuseColor[3]; float specularColor[3]; float glossiness[1]; float normalDepth[1]; } Material; //---------------------------------------------------------------------------------- // Module Functions Definitions // NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue() //---------------------------------------------------------------------------------- // Lights functions void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer void SetLightIntensity(Light *light, float intensity); // Set light intensity value void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color) void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color) void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color) void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier) // Materials functions void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color) void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter) void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color) void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100) void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier) #ifdef __cplusplus } #endif #endif // LIGHTING_H