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rlights.h

rlights.h is a single-header library that provides a simple implementation of a lighting system for raylib.

Features

  • Directional Lights: Simulate sunlight or other distant light sources.
  • Omni-Directional Lights: Point lights that emit in all directions.
  • Spotlights: Lights with a specific direction and cone of influence.
  • PBR: Supports Physically Based Rendering (PBR) including Occlusion, Roughness, and Metalness (ORM), with Burley diffuse and SchlickGGX specularity.
  • Normal Mapping: Adds depth and detail to surfaces without increasing polygon count.
  • Parallax Mapping: Creates an illusion of depth by displacing the texture coordinates, enhancing the surface detail with minimal geometry.
  • Shadow Mapping: Allows the rendering of cast shadows in your scenes.
  • Integrated Shaders: The header already contains all the shaders, but you can also use your own shaders.

Usage

Using rlights.h is straightforward. Include the header file in your project with the following setup:

#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"

WARNING: Shadow rendering for omnidirectional lights in their current implementation requires support for depth cubemaps, a feature not yet supported by raylib/rlgl. Therefore, this repository includes Glad headers, which will be used by default if you have not defined (e.g.) #define GL_HEADER "GL.h" before including rlights.h. You also have the option to define an optional second header with GL_EXT_HEADER for necessary extensions if needed.

Example

Here's a basic example demonstrating how to set up and use rlights.h with raylib:

#include "raylib.h"

#define RLIGHTS_IMPLEMENTATION
#define GLSL_VERSION 330        ///< or 120/130/etc.. 100 is default if 'PLATFORM_DESKTOP' is not defined
#include "rlights.h"

int main(void)
{
    InitWindow(800, 600, "basic example");

    Camera camera = {
        .position = (Vector3) { 2.0f, 2.0f, 2.0f },
        .target = (Vector3) { 0.0f, 0.0f, 0.0f },
        .up = (Vector3) { 0.0f, 1.0f, 0.0f },
        .fovy = 45.0f
    };

    RLG_Context rlgCtx = RLG_CreateContext(1);
    RLG_SetContext(rlgCtx);

    RLG_UseLight(0, true);
    RLG_SetLightType(0, RLG_OMNILIGHT);
    RLG_SetLightVec3(0, RLG_LIGHT_POSITION, camera.position);

    Model cube = LoadModelFromMesh(GenMeshCube(1, 1, 1));

    SetTargetFPS(60);

    while (!WindowShouldClose())
    {
        UpdateCamera(&camera, CAMERA_ORBITAL);
        RLG_SetViewPositionV(camera.position);

        BeginDrawing();

            ClearBackground(BLACK);

            BeginMode3D(camera);
                RLG_DrawModel(cube, Vector3Zero(), 1, WHITE);
            EndMode3D();

        EndDrawing();
    }

    UnloadModel(cube);

    RLG_DestroyContext(rlgCtx);
    CloseWindow();

    return 0;
}

License

This project is licensed under the MIT License. See the LICENSE file for details.

Cheatsheet

/* Context Management */

RLG_Context RLG_CreateContext(unsigned int lightCount);
void RLG_DestroyContext(RLG_Context ctx);

void RLG_SetContext(RLG_Context ctx);
RLG_Context RLG_GetContext(void);

void RLG_SetCustomShaderCode(RLG_Shader shader, const char *vsCode, const char *fsCode);
const Shader* RLG_GetShader(RLG_Shader shader);

/* Management of Specific Variables */

void RLG_SetViewPosition(float x, float y, float z);
void RLG_SetViewPositionV(Vector3 position);
Vector3 RLG_GetViewPosition(void);

void RLG_SetAmbientColor(Color color);
Color RLG_GetAmbientColor(void);

void RLG_SetParallaxLayers(int min, int max);
void RLG_GetParallaxLayers(int* min, int* max);

/* Materials Management */

void RLG_UseMap(MaterialMapIndex mapIndex, bool active);
bool RLG_IsMapUsed(MaterialMapIndex mapIndex);

void RLG_UseDefaultMap(MaterialMapIndex mapIndex, bool active);
void RLG_SetDefaultMap(MaterialMapIndex mapIndex, MaterialMap map);
MaterialMap RLG_GetDefaultMap(MaterialMapIndex mapIndex);
bool RLG_IsDefaultMapUsed(MaterialMapIndex mapIndex);

/* Lighting Management */

unsigned int RLG_GetLightcount(void);

void RLG_UseLight(unsigned int light, bool active);
bool RLG_IsLightUsed(unsigned int light);
void RLG_ToggleLight(unsigned int light);

void RLG_SetLightType(unsigned int light, RLG_LightType type);
RLG_LightType RLG_GetLightType(unsigned int light);

void RLG_SetLightValue(unsigned int light, RLG_LightProperty property, float value);
void RLG_SetLightXYZ(unsigned int light, RLG_LightProperty property, float x, float y, float z);
void RLG_SetLightVec3(unsigned int light, RLG_LightProperty property, Vector3 value);
void RLG_SetLightColor(unsigned int light, Color color);

float RLG_GetLightValue(unsigned int light, RLG_LightProperty property);
Vector3 RLG_GetLightVec3(unsigned int light, RLG_LightProperty property);
Color RLG_GetLightColor(unsigned int light);

void RLG_LightTranslate(unsigned int light, float x, float y, float z);
void RLG_LightTranslateV(unsigned int light, Vector3 v);

void RLG_LightRotateX(unsigned int light, float degrees);
void RLG_LightRotateY(unsigned int light, float degrees);
void RLG_LightRotateZ(unsigned int light, float degrees);
void RLG_LightRotate(unsigned int light, Vector3 axis, float degrees);

void RLG_SetLightTarget(unsigned int light, float x, float y, float z);
void RLG_SetLightTargetV(unsigned int light, Vector3 targetPosition);
Vector3 RLG_GetLightTarget(unsigned int light);

/* Shadow Casting Management */

void RLG_EnableShadow(unsigned int light, int shadowMapResolution);
void RLG_DisableShadow(unsigned int light);
bool RLG_IsShadowEnabled(unsigned int light);

void RLG_SetShadowBias(unsigned int light, float value);
float RLG_GetShadowBias(unsigned int light);

void RLG_UpdateShadowMap(unsigned int light, RLG_DrawFunc drawFunc);
Texture RLG_GetShadowMap(unsigned int light);

void RLG_CastMesh(Shader shader, Mesh mesh, Matrix transform);
void RLG_CastModel(Shader shader, Model model, Vector3 position, float scale);
void RLG_CastModelEx(Shader shader, Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale);

/* Mesh/Model Drawing Functions */

void RLG_DrawMesh(Mesh mesh, Material material, Matrix transform);
void RLG_DrawModel(Model model, Vector3 position, float scale, Color tint);
void RLG_DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);

/* Fonctions de gestion des skyboxes */

RLG_Skybox RLG_LoadSkybox(const char* skyboxFileName);
RLG_Skybox RLG_LoadSkyboxHDR(const char* skyboxFileName, int size, int format);
void RLG_UnloadSkybox(RLG_Skybox skybox);
void RLG_DrawSkybox(RLG_Skybox skybox);

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Lighting management system for raylib

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