Added basic light code

dev
Shariq Shah 9 years ago
parent b58fa413bc
commit 1698de9ff2
  1. 72
      src/light.c
  2. 41
      src/light.h
  3. 2
      src/num_types.h

@ -0,0 +1,72 @@
#include "light.h"
#include "array.h"
#include <stdio.h>
static struct Light* light_list;
static int* empty_indices;
struct Light* light_get(int index)
{
struct Light* light = NULL;
if(index > -1 && index < array_len(light_list))
light = &light_list[index];
return light;
}
struct Light* light_get_all(void)
{
return light_list;
}
void light_init(void)
{
light_list = array_new(struct Light);
empty_indices = array_new(int);
}
void light_cleanup(void)
{
for(int i = 0; i < array_len(light_list); i++)
light_remove(i);
array_free(light_list);
array_free(empty_indices);
}
void light_remove(int index)
{
if(index > -1 && index < array_len(light_list))
{
light_list[index].valid = 0;
array_push(empty_indices, index, int);
}
}
int light_create(int node, int light_type)
{
int index = -1;
struct Light* new_light = NULL;
if(array_len(empty_indices) > 0)
{
index = *array_get_last(empty_indices, int);
new_light = &light_list[index];
array_pop(empty_indices);
}
else
{
new_light = array_grow(light_list, struct Light);
index = array_len(light_list) - 1;
}
new_light->node = node;
new_light->valid = 1;
new_light->cast_shadow = 0;
vec4_fill(&new_light->color, 1.f, 1.f, 1.f, 1.f);
new_light->depth_bias = 0.0005f;
new_light->type = light_type;
new_light->pcf_enabled = 0;
new_light->intensity = 1.f;
new_light->falloff = 1.5f;
new_light->outer_angle = TO_RADIANS(30.f);
new_light->inner_angle = TO_RADIANS(20.f);
new_light->radius = 30;
return index;
}

@ -0,0 +1,41 @@
#ifndef LIGHT_H
#define LIGHT_H
#include "num_types.h"
#include "linmath.h"
#define MAX_SHADOWMAPS 4
enum LightType
{
LT_SPOT = 0,
LT_DIR,
LT_POINT
};
struct Light
{
float outer_angle;
float inner_angle;
float falloff;
float intensity;
vec4 color;
int32 node;
uint8 cast_shadow;
uint8 pcf_enabled;
uint8 valid;
int type;
int radius;
int shadow_map[4];
float depth_bias;
};
struct Light* light_get(int index);
struct Light* light_get_all(void);
void light_init(void);
void light_cleanup(void);
void light_remove(int index);
int light_create(int node, int light_type);
void light_set_radius(struct Light* light, int radius);
#endif

@ -3,10 +3,12 @@
#include <stdint.h>
typedef int8_t int8;
typedef int32_t int32;
typedef int64_t int64;
typedef unsigned int uint;
typedef uint32_t uint32;
typedef uint64_t uint64;
typedef uint8_t uint8;
#endif

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