| 2 | |
| 3 | |
| 4 | class LightSystem: |
| 5 | MAX_LIGHTS = 4 #// Max dynamic lights supported by shader |
| 6 | lightsCount = 0 |
| 7 | lights: list['Light'] = [] |
| 8 | |
| 9 | def __init__(self, ambient = [ 0.2, 0.2, 0.2, 1.0 ], *ls): |
| 10 | self.shader = rl.LoadShader(b"resources/shaders/fogLight.vs", |
| 11 | b"resources/shaders/fogLight.fs"); |
| 12 | |
| 13 | #// Get some shader loactions |
| 14 | self.shader.locs[rl.SHADER_LOC_MATRIX_MODEL] = rl.GetShaderLocation(self.shader, b"matModel") |
| 15 | self.shader.locs[rl.SHADER_LOC_VECTOR_VIEW] = rl.GetShaderLocation(self.shader, b"viewPos") |
| 16 | |
| 17 | #// ambient light level |
| 18 | self.ambientLoc = rl.GetShaderLocation(self.shader, b"ambient") |
| 19 | v = rl.ffi.new("struct Vector4 *", ambient) |
| 20 | rl.SetShaderValue(self.shader, self.ambientLoc, v, rl.SHADER_UNIFORM_VEC4) |
| 21 | |
| 22 | for light in ls: |
| 23 | self.add(light) |
| 24 | |
| 25 | def add(self, light): |
| 26 | light.configure(len(self.lights), self.shader) |
| 27 | self.lights.append(light) |
| 28 | if len(self.lights) > self.MAX_LIGHTS: |
| 29 | raise Exception("Too many lights") |
| 30 | |
| 31 | def update(self, cameraPos): |
| 32 | rl.SetShaderValue(self.shader, self.shader.locs[rl.SHADER_LOC_VECTOR_VIEW], rl.ffi.new("struct Vector3 *",cameraPos), rl.SHADER_UNIFORM_VEC3) |
| 33 | for light in self.lights: |
| 34 | light.UpdateLightValues() |
| 35 | |
| 36 | def draw(self): |
| 37 | for light in self.lights: |
| 38 | if light.enabled: |
| 39 | rl.DrawSphereEx(light.position[0], 0.2, 8, 8, light.color) |
| 40 | |
| 41 | |
| 42 |
no outgoing calls
no test coverage detected