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June 20, 2024 15:33
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rlights port
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package rlights | |
import rl "vendor:raylib" | |
MAX_LIGHTS :: 4 | |
Light :: struct { | |
type: LightType, | |
enabled: b32, | |
position: [3]f32, | |
target: [3]f32, | |
color: rl.Color, | |
attenuation: f32, | |
enabledLoc: i32, | |
typeLoc: i32, | |
positionLoc: i32, | |
targetLoc: i32, | |
colorLoc: i32, | |
attenuationLoc: i32, | |
} | |
LightType :: enum i32 { | |
Directional, | |
Point, | |
} | |
lightsCount: i32 | |
CreateLight :: proc(type: LightType, position, target: [3]f32, color: rl.Color, shader: rl.Shader) -> (light: Light) { | |
if lightsCount < MAX_LIGHTS { | |
light.enabled = true | |
light.type = type | |
light.position = position | |
light.target = target | |
light.color = color | |
light.enabledLoc = i32(rl.GetShaderLocation(shader, rl.TextFormat("lights[%i].enabled", lightsCount))) | |
light.typeLoc = i32(rl.GetShaderLocation(shader, rl.TextFormat("lights[%i].type", lightsCount))) | |
light.positionLoc = i32(rl.GetShaderLocation(shader, rl.TextFormat("lights[%i].position", lightsCount))) | |
light.targetLoc = i32(rl.GetShaderLocation(shader, rl.TextFormat("lights[%i].target", lightsCount))) | |
light.colorLoc = i32(rl.GetShaderLocation(shader, rl.TextFormat("lights[%i].color", lightsCount))) | |
UpdateLightValues(shader, light) | |
lightsCount += 1 | |
} | |
return | |
} | |
UpdateLightValues :: proc(shader: rl.Shader, light: Light) { | |
light := light | |
rl.SetShaderValue(shader, rl.ShaderLocationIndex(light.enabledLoc), &light.enabled, .INT) | |
rl.SetShaderValue(shader, rl.ShaderLocationIndex(light.typeLoc), &light.type, .INT) | |
rl.SetShaderValue(shader, rl.ShaderLocationIndex(light.positionLoc), &light.position, .VEC3) | |
rl.SetShaderValue(shader, rl.ShaderLocationIndex(light.targetLoc), &light.target, .VEC3) | |
color := [4]f32{ f32(light.color.r)/255, f32(light.color.g)/255, f32(light.color.b)/255, f32(light.color.a)/255 } | |
rl.SetShaderValue(shader, rl.ShaderLocationIndex(light.colorLoc), &color, .VEC4) | |
} |
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