#ifndef RLIGHTS_H
#define RLIGHTS_H
#define MAX_LIGHTS 4
typedef struct {
int type;
Vector3 position;
Vector3 target;
Color color;
bool enabled;
int enabledLoc;
int typeLoc;
int posLoc;
int targetLoc;
int colorLoc;
} Light;
typedef enum {
LIGHT_DIRECTIONAL,
LIGHT_POINT
} LightType;
#ifdef __cplusplus
extern "C" { #endif
Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); void UpdateLightValues(Shader shader, Light light);
#ifdef __cplusplus
}
#endif
#endif
#if defined(RLIGHTS_IMPLEMENTATION)
#include "raylib.h"
static int lightsCount = 0;
Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader)
{
Light light = { 0 };
if (lightsCount < MAX_LIGHTS)
{
light.enabled = true;
light.type = type;
light.position = position;
light.target = target;
light.color = color;
char enabledName[32] = "lights[x].enabled\0";
char typeName[32] = "lights[x].type\0";
char posName[32] = "lights[x].position\0";
char targetName[32] = "lights[x].target\0";
char colorName[32] = "lights[x].color\0";
enabledName[7] = '0' + lightsCount;
typeName[7] = '0' + lightsCount;
posName[7] = '0' + lightsCount;
targetName[7] = '0' + lightsCount;
colorName[7] = '0' + lightsCount;
light.enabledLoc = GetShaderLocation(shader, enabledName);
light.typeLoc = GetShaderLocation(shader, typeName);
light.posLoc = GetShaderLocation(shader, posName);
light.targetLoc = GetShaderLocation(shader, targetName);
light.colorLoc = GetShaderLocation(shader, colorName);
UpdateLightValues(shader, light);
lightsCount++;
}
return light;
}
void UpdateLightValues(Shader shader, Light light)
{
SetShaderValue(shader, light.enabledLoc, &light.enabled, UNIFORM_INT);
SetShaderValue(shader, light.typeLoc, &light.type, UNIFORM_INT);
float position[3] = { light.position.x, light.position.y, light.position.z };
SetShaderValue(shader, light.posLoc, position, UNIFORM_VEC3);
float target[3] = { light.target.x, light.target.y, light.target.z };
SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3);
float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255,
(float)light.color.b/(float)255, (float)light.color.a/(float)255 };
SetShaderValue(shader, light.colorLoc, color, UNIFORM_VEC4);
}
#endif