diff --git a/examples/shaders/light_system.py b/examples/shaders/light_system.py index 25ebfcd..e43b889 100644 --- a/examples/shaders/light_system.py +++ b/examples/shaders/light_system.py @@ -1,4 +1,4 @@ -from raylib.dynamic import raylib as rl, ffi +import raylib as rl class LightSystem: @@ -11,13 +11,13 @@ class LightSystem: b"resources/shaders/fogLight.fs"); #// Get some shader loactions - self.shader.locs[rl.LOC_MATRIX_MODEL] = rl.GetShaderLocation(self.shader, b"matModel"); - self.shader.locs[rl.LOC_VECTOR_VIEW] = rl.GetShaderLocation(self.shader, b"viewPos"); + self.shader.locs[rl.SHADER_LOC_MATRIX_MODEL] = rl.GetShaderLocation(self.shader, b"matModel"); + self.shader.locs[rl.SHADER_LOC_VECTOR_VIEW] = rl.GetShaderLocation(self.shader, b"viewPos"); #// ambient light level self.ambientLoc = rl.GetShaderLocation(self.shader, b"ambient"); - v = ffi.new("struct Vector4 *", ambient) - rl.SetShaderValue(self.shader, self.ambientLoc, v, rl.UNIFORM_VEC4); + v = rl.ffi.new("struct Vector4 *", ambient) + rl.SetShaderValue(self.shader, self.ambientLoc, v, rl.SHADER_UNIFORM_VEC4); for light in ls: self.add(light) @@ -29,7 +29,7 @@ class LightSystem: raise Exception("Too many lights") def update(self, cameraPos): - rl.SetShaderValue(self.shader, self.shader.locs[rl.LOC_VECTOR_VIEW], ffi.new("struct Vector3 *",cameraPos), rl.UNIFORM_VEC3) + rl.SetShaderValue(self.shader, self.shader.locs[rl.SHADER_LOC_VECTOR_VIEW], rl.ffi.new("struct Vector3 *",cameraPos), rl.SHADER_UNIFORM_VEC3) for light in self.lights: light.UpdateLightValues() @@ -49,7 +49,7 @@ class Light: def __init__(self, type, position, target, color): self.enabled = True self.type = type - self.position = ffi.new("struct Vector3 *",position) + self.position = rl.ffi.new("struct Vector3 *",position) self.target = target self.color = color @@ -80,20 +80,20 @@ class Light: #// NOTE: Light shader locations should be available def UpdateLightValues(self): #// Send to shader light enabled state and type - rl.SetShaderValue(self.shader, self.enabledLoc, ffi.new("int *",self.enabled), rl.UNIFORM_INT) - rl.SetShaderValue(self.shader, self.typeLoc, ffi.new("int *",self.type), rl.UNIFORM_INT) + rl.SetShaderValue(self.shader, self.enabledLoc, rl.ffi.new("int *",self.enabled), rl.SHADER_UNIFORM_INT) + rl.SetShaderValue(self.shader, self.typeLoc, rl.ffi.new("int *",self.type), rl.SHADER_UNIFORM_INT) #// Send to shader light position values position = [ self.position.x, self.position.y, self.position.z] - rl.SetShaderValue(self.shader, self.posLoc, ffi.new("struct Vector3 *",position), rl.UNIFORM_VEC3) + rl.SetShaderValue(self.shader, self.posLoc, rl.ffi.new("struct Vector3 *",position), rl.SHADER_UNIFORM_VEC3) #// Send to shader light target position values target =[ self.target.x, self.target.y, self.target.z ] - rl.SetShaderValue(self.shader, self.targetLoc, ffi.new("struct Vector3 *",target), rl.UNIFORM_VEC3) + rl.SetShaderValue(self.shader, self.targetLoc, rl.ffi.new("struct Vector3 *",target), rl.SHADER_UNIFORM_VEC3) #// Send to shader light color values color = [self.color[0]/255.0, self.color[1]/255.0, self.color[2]/255.0, self.color[3]/255.0] - rl.SetShaderValue(self.shader, self.colorLoc, ffi.new("struct Vector4 *",color), rl.UNIFORM_VEC4) + rl.SetShaderValue(self.shader, self.colorLoc, rl.ffi.new("struct Vector4 *",color), rl.SHADER_UNIFORM_VEC4) diff --git a/examples/shaders/rlmath.py b/examples/shaders/rlmath.py index 2909b2a..f10ca65 100644 --- a/examples/shaders/rlmath.py +++ b/examples/shaders/rlmath.py @@ -1,15 +1,9 @@ # just a few functions from raymath -#from raylib.dynamic import raylib as rl, ffi -from raylib import rl, ffi + +import raylib as rl import math -#<<<<<<< HEAD -#<<<<<<< HEAD -#<<<<<<< HEAD -#======= -#>>>>>>> 2e2e575 (added shaders custom uniform) -#======= -#>>>>>>> 1775ffc4b093c881ee44a8027b4143add066d738 + PI = 3.14159265358979323846 DEG2RAD = (PI/180.0) RAD2DEG = (180.0/PI) @@ -27,16 +21,9 @@ def Lerp(start: float, end: float, amount: float): def Vector2Zero(): return ffi.new("struct Vector2 *",[ 0, 0]) -#<<<<<<< HEAD -#<<<<<<< HEAD -#======= -#>>>>>>> ffe4403 (complete fog example) -#======= -#>>>>>>> 2e2e575 (added shaders custom uniform) -#======= -#>>>>>>> 1775ffc4b093c881ee44a8027b4143add066d738 + def Vector3Zero(): - return ffi.new("struct Vector3 *",[ 0, 0, 0]) + return rl.ffi.new("struct Vector3 *",[ 0, 0, 0]) def MatrixRotateX(angle): result = MatrixIdentity(); @@ -68,7 +55,7 @@ def MatrixRotateY(angle): def MatrixIdentity(): - result = ffi.new("struct Matrix *",[ 1.0, 0.0, 0.0, 0.0,0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ]) + result = rl.ffi.new("struct Matrix *",[ 1.0, 0.0, 0.0, 0.0,0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ]) return result @@ -88,7 +75,7 @@ def MatrixRotateZ(angle): def MatrixMultiply(left, right): - result = ffi.new("struct Matrix *") + result = rl.ffi.new("struct Matrix *") result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; diff --git a/examples/shaders/shaders_basic_lighting.py b/examples/shaders/shaders_basic_lighting.py index 793300c..299caee 100755 --- a/examples/shaders/shaders_basic_lighting.py +++ b/examples/shaders/shaders_basic_lighting.py @@ -27,19 +27,10 @@ # * # ********************************************************************************************/ -#<<<<<<< HEAD -#<<<<<<< HEAD -#<<<<<<< HEAD -from raylib import rl, ffi -#======= -#from raylib.dynamic import raylib as rl, ffi -#>>>>>>> ffe4403 (complete fog example) -#======= -#from raylib.static import rl, ffi -#>>>>>>> 10b63b9 (added shaders_texture_waves.py) -#======= -#from raylib.static import rl, ffi -#>>>>>>> 1775ffc4b093c881ee44a8027b4143add066d738 + +import raylib as rl + + from raylib.colors import * from dataclasses import dataclass from enum import Enum @@ -60,7 +51,7 @@ screenHeight = 720; rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT| rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available) rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting") -camera = ffi.new('struct Camera3D *', [ +camera = rl.ffi.new('struct Camera3D *', [ [2, 2, 6], [0, .5, 0], [0, 1, 0], @@ -77,9 +68,9 @@ modelC = rl.LoadModelFromMesh(rl.GenMeshSphere(0.5, 32, 32)) texture = rl.LoadTexture(b"resources/texel_checker.png") #// Assign texture to default model material -modelA.materials[0].maps[rl.MAP_DIFFUSE].texture = texture -modelB.materials[0].maps[rl.MAP_DIFFUSE].texture = texture -modelC.materials[0].maps[rl.MAP_DIFFUSE].texture = texture +modelA.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture +modelB.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture +modelC.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture angle = 6.282; @@ -137,8 +128,8 @@ while not rl.WindowShouldClose(): #// Detect window close button or E #// Rotate the torus # modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025)[0])[0] # modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)[0])[0] - modelA.transform = ffi.cast('Matrix *', MatrixMultiply(modelA.transform, MatrixRotateX(-0.025)))[0] - modelA.transform = ffi.cast('Matrix *', MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)))[0] + modelA.transform = rl.ffi.cast('Matrix *', MatrixMultiply(modelA.transform, MatrixRotateX(-0.025)))[0] + modelA.transform = rl.ffi.cast('Matrix *', MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)))[0] if (rl.IsKeyPressed(rl.KEY_F)): rl.ToggleFullscreen() diff --git a/examples/shaders/shaders_custom_uniform.py b/examples/shaders/shaders_custom_uniform.py index ecfeaa6..9173752 100755 --- a/examples/shaders/shaders_custom_uniform.py +++ b/examples/shaders/shaders_custom_uniform.py @@ -1,11 +1,6 @@ -#!/usr/bin/env python3 -#<<<<<<< HEAD -#<<<<<<< HEAD - -#======= # /******************************************************************************************* # * -# * raylib [shaders] example - basic lighting +# * raylib [shaders] example - custom uniform # * # * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, # * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. @@ -30,12 +25,9 @@ # * # * # ********************************************************************************************/ -#>>>>>>> 2e2e575 (added shaders custom uniform) -#=======# -# -#>>>>>>> 1775ffc4b093c881ee44a8027b4143add066d738 -from raylib.dynamic import raylib as rl, ffi + +import raylib as rl from raylib.colors import * import math @@ -49,9 +41,9 @@ screenWidth = 800; screenHeight = 450; rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT| rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available) -rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting") +rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - custom uniform") -camera = ffi.new('struct Camera3D *', [ +camera = rl.ffi.new('struct Camera3D *', [ [2, 12, 6], [0, .5, 0], [0, 1, 0], @@ -63,7 +55,7 @@ model = rl.LoadModel(b"resources/models/barracks.obj") # // Loa texture = rl.LoadTexture(b"resources/models/barracks_diffuse.png") # // Load model texture (diffuse map) #// Assign texture to default model material -model.materials[0].maps[rl.MAP_DIFFUSE].texture = texture +model.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture #// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader shader = rl.LoadShader(b"", b"resources/shaders/glsl330/swirl.fs") swirlCenterLoc = rl.GetShaderLocation(shader, b"center") @@ -71,7 +63,7 @@ angle = 6.282; -swirl = ffi.new("struct Vector2 *", [0,0]) +swirl = rl.ffi.new("struct Vector2 *", [0,0]) target = rl.LoadRenderTexture(screenWidth, screenHeight) @@ -90,7 +82,7 @@ while not rl.WindowShouldClose(): #// Detect window close button or E swirl.x = rl.GetMouseX() swirl.y = screenHeight - rl.GetMouseY() - rl.SetShaderValue(shader, swirlCenterLoc, swirl, rl.UNIFORM_VEC2); + rl.SetShaderValue(shader, swirlCenterLoc, swirl, rl.SHADER_UNIFORM_VEC2); #//---------------------------------------------------------------------------------- #// Draw diff --git a/examples/shaders/shaders_fog.py b/examples/shaders/shaders_fog.py index 84806a3..1ae40c1 100755 --- a/examples/shaders/shaders_fog.py +++ b/examples/shaders/shaders_fog.py @@ -1,4 +1,3 @@ -#!/usr/bin/env python3 """ Example converted to Python from: @@ -8,20 +7,9 @@ http://bedroomcoders.co.uk/raylib-fog/ """ -# -#<<<<<<< HEAD -#<<<<<<< HEAD -#<<<<<<< HEAD -from raylib import rl, ffi -#======= -#from raylib.dynamic import raylib as rl, ffi -#>>>>>>> ffe4403 (complete fog example) -#======= -#from raylib.static import rl, ffi -#>>>>>>> 10b63b9 (added shaders_texture_waves.py) -#======= -#from raylib.static import rl, ffi -#>>>>>>> 1775ffc4b093c881ee44a8027b4143add066d738 + +import raylib as rl + from raylib.colors import * import math @@ -31,7 +19,7 @@ from light_system import * rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT | rl.FLAG_WINDOW_RESIZABLE) rl.InitWindow(1280, 768, b'Fog Test') -camera = ffi.new('struct Camera3D *', [ +camera = rl.ffi.new('struct Camera3D *', [ [6, 2, 6], [0, .5, 0], [0, 1, 0], @@ -45,26 +33,20 @@ model3 = rl.LoadModelFromMesh(rl.GenMeshSphere(0.5, 32, 32)) texture = rl.LoadTexture(b'resources/test.png') -model.materials[0].maps[rl.MAP_DIFFUSE].texture = texture -model2.materials[0].maps[rl.MAP_DIFFUSE].texture = texture -model3.materials[0].maps[rl.MAP_DIFFUSE].texture = texture +model.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture +model2.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture +model3.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture light = Light(LIGHT_POINT, [ 0, 4, 0 ], Vector3Zero(), WHITE) lightSystem = LightSystem([ 0.2, 0.2, 0.2, 1.0 ], light) -# -#<<<<<<< HEAD -#<<<<<<< HEAD -fog_color = ffi.new('float[]', [0.2,0.2,1.0,1.0]) + +fog_color = rl.ffi.new('float[]', [0.2,0.2,1.0,1.0]) fogC = rl.GetShaderLocation(lightSystem.shader, b'fogColor') -rl.SetShaderValue(lightSystem.shader, fogC, fog_color, rl.UNIFORM_VEC4); -#======= -#fog_color = [0.2, 0.2, 1.0, 1.0] -#>>>>>>> ffe4403 (complete fog example) -#======= -#fog_color = ffi.new('float[]', [0.2,0.2,1.0,1.0]) +rl.SetShaderValue(lightSystem.shader, fogC, fog_color, rl.SHADER_UNIFORM_VEC4); + fogC = rl.GetShaderLocation(lightSystem.shader, b'fogColor') -rl.SetShaderValue(lightSystem.shader, fogC, fog_color, rl.UNIFORM_VEC4); -#>>>>>>> 1775ffc4b093c881ee44a8027b4143add066d738 +rl.SetShaderValue(lightSystem.shader, fogC, fog_color, rl.SHADER_UNIFORM_VEC4); + fogD = rl.GetShaderLocation(lightSystem.shader, b'FogDensity') fogDensity = 0.12 @@ -84,8 +66,8 @@ while not rl.WindowShouldClose(): lightSystem.update(camera.position) - model.transform = ffi.cast("Matrix *",MatrixMultiply(model.transform, MatrixRotateX(-0.025)))[0] - model.transform = ffi.cast("Matrix *",MatrixMultiply(model.transform, MatrixRotateZ(0.012)))[0] + model.transform = rl.ffi.cast("Matrix *",MatrixMultiply(model.transform, MatrixRotateX(-0.025)))[0] + model.transform = rl.ffi.cast("Matrix *",MatrixMultiply(model.transform, MatrixRotateZ(0.012)))[0] if rl.IsKeyDown(rl.KEY_UP): fogDensity = min(fogDensity + 0.001, 1) @@ -93,21 +75,15 @@ while not rl.WindowShouldClose(): if rl.IsKeyDown(rl.KEY_DOWN): fogDensity = max(fogDensity - 0.001, 0) - rl.SetShaderValue(lightSystem.shader, fogD, ffi.new('float[]', [fogDensity]), rl.UNIFORM_FLOAT) + rl.SetShaderValue(lightSystem.shader, fogD, rl.ffi.new('float[]', [fogDensity]), rl.SHADER_UNIFORM_FLOAT) rl.BeginDrawing() rl.ClearBackground([int(255 * i) for i in fog_color]) -#<<<<<<< HEAD -#<<<<<<< HEAD -# if rl.IsKeyDown(rl.KEY_SPACE): -# rl.ClearBackground(BLACK) -#======= -#>>>>>>> ffe4403 (complete fog example) -#======= + if rl.IsKeyDown(rl.KEY_SPACE): rl.ClearBackground(BLACK) -#>>>>>>> 1775ffc4b093c881ee44a8027b4143add066d738 + rl.BeginMode3D(camera[0]) rl.DrawModel(model, [0] * 3, 1, WHITE) @@ -118,7 +94,8 @@ while not rl.WindowShouldClose(): rl.DrawModel(model, [i, 0, 2], 1, WHITE) - rl.DrawGizmo([1000, 1000, 1000]) + #Raylib removed this function + #rl.DrawGizmo([1000, 1000, 1000]) rl.EndMode3D() diff --git a/examples/shaders/shaders_texture_drawing.py b/examples/shaders/shaders_texture_drawing.py index 7110ae4..ea36518 100755 --- a/examples/shaders/shaders_texture_drawing.py +++ b/examples/shaders/shaders_texture_drawing.py @@ -1,12 +1,6 @@ -#!/usr/bin/env python3 +import raylib as rl -from raylib.dynamic import raylib as rl, ffi -from raylib.colors import * - - -# a few functions ported from raymath -from rlmath import * #// Initialization @@ -17,7 +11,7 @@ screenHeight = 450; rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT| rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available) rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting") -camera = ffi.new('struct Camera3D *', [ +camera = rl.ffi.new('struct Camera3D *', [ [2, 12, 6], [0, .5, 0], [0, 1, 0], @@ -25,16 +19,16 @@ camera = ffi.new('struct Camera3D *', [ rl.CAMERA_PERSPECTIVE ]) -imBlank = rl.GenImageColor(1024, 1024, BLANK) +imBlank = rl.GenImageColor(1024, 1024, rl.BLANK) texture = rl.LoadTextureFromImage(imBlank) #// Load blank texture to fill on shader rl.UnloadImage(imBlank); #// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version shader = rl.LoadShader(b"", b"resources/shaders/glsl330/cubes_panning.fs"); -time = ffi.new("float *", 0.0) +time = rl.ffi.new("float *", 0.0) timeLoc = rl.GetShaderLocation(shader, b"uTime"); -rl.SetShaderValue(shader, timeLoc, time, rl.UNIFORM_FLOAT); +rl.SetShaderValue(shader, timeLoc, time, rl.SHADER_UNIFORM_FLOAT); rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second @@ -45,7 +39,7 @@ while not rl.WindowShouldClose(): #// Detect window close button or E #// Update #//---------------------------------------------------------------------------------- time[0] = rl.GetTime(); - rl.SetShaderValue(shader, timeLoc, time, rl.UNIFORM_FLOAT); + rl.SetShaderValue(shader, timeLoc, time, rl.SHADER_UNIFORM_FLOAT); #//---------------------------------------------------------------------------------- @@ -53,13 +47,13 @@ while not rl.WindowShouldClose(): #// Detect window close button or E #//---------------------------------------------------------------------------------- rl.BeginDrawing() - rl.ClearBackground(RAYWHITE) + rl.ClearBackground(rl.RAYWHITE) rl.BeginShaderMode(shader) #// Enable our custom shader for next shapes/textures drawings - rl.DrawTexture(texture, 0, 0, WHITE) #// Drawing BLANK texture, all magic happens on shader + rl.DrawTexture(texture, 0, 0, rl.WHITE) #// Drawing BLANK texture, all magic happens on shader rl.EndShaderMode() #// Disable our custom shader, return to default shader - rl.DrawText(b"BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON); + rl.DrawText(b"BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, rl.MAROON); rl.EndDrawing() diff --git a/examples/shaders/shaders_texture_waves.py b/examples/shaders/shaders_texture_waves.py index 91c1919..5b977b8 100755 --- a/examples/shaders/shaders_texture_waves.py +++ b/examples/shaders/shaders_texture_waves.py @@ -1,6 +1,4 @@ -#!/usr/bin/env python3 - -from raylib import rl, ffi +import raylib as rl from raylib.colors import * import math @@ -17,7 +15,7 @@ screenHeight = 450; rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT| rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available) rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders]") -camera = ffi.new('struct Camera3D *', [ +camera = rl.ffi.new('struct Camera3D *', [ [2, 12, 6], [0, .5, 0], [0, 1, 0], @@ -36,24 +34,24 @@ ampYLoc = rl.GetShaderLocation(shader, b"ampY") speedXLoc = rl.GetShaderLocation(shader, b"speedX") speedYLoc = rl.GetShaderLocation(shader, b"speedY") -freqX = ffi.new("float *", 25.0) -freqY = ffi.new("float *", 25.0) -ampX = ffi.new("float *", 5.0) -ampY = ffi.new("float *", 5.0) -speedX = ffi.new("float *", 8.0) -speedY = ffi.new("float *", 8.0) +freqX = rl.ffi.new("float *", 25.0) +freqY = rl.ffi.new("float *", 25.0) +ampX = rl.ffi.new("float *", 5.0) +ampY = rl.ffi.new("float *", 5.0) +speedX = rl.ffi.new("float *", 8.0) +speedY = rl.ffi.new("float *", 8.0) -screenSize = ffi.new("struct Vector2 *",[ rl.GetScreenWidth(), rl.GetScreenHeight() ]) -rl.SetShaderValue(shader, rl.GetShaderLocation(shader, b"size"), screenSize, rl.UNIFORM_VEC2) +screenSize = rl.ffi.new("struct Vector2 *",[ rl.GetScreenWidth(), rl.GetScreenHeight() ]) +rl.SetShaderValue(shader, rl.GetShaderLocation(shader, b"size"), screenSize, rl.SHADER_UNIFORM_VEC2) -rl.SetShaderValue(shader, freqXLoc, freqX, rl.UNIFORM_FLOAT) -rl.SetShaderValue(shader, freqYLoc, freqY, rl.UNIFORM_FLOAT) -rl.SetShaderValue(shader, ampXLoc, ampX, rl.UNIFORM_FLOAT) -rl.SetShaderValue(shader, ampYLoc, ampY, rl.UNIFORM_FLOAT) -rl.SetShaderValue(shader, speedXLoc, speedX, rl.UNIFORM_FLOAT) -rl.SetShaderValue(shader, speedYLoc, speedY, rl.UNIFORM_FLOAT) +rl.SetShaderValue(shader, freqXLoc, freqX, rl.SHADER_UNIFORM_FLOAT) +rl.SetShaderValue(shader, freqYLoc, freqY, rl.SHADER_UNIFORM_FLOAT) +rl.SetShaderValue(shader, ampXLoc, ampX, rl.SHADER_UNIFORM_FLOAT) +rl.SetShaderValue(shader, ampYLoc, ampY, rl.SHADER_UNIFORM_FLOAT) +rl.SetShaderValue(shader, speedXLoc, speedX, rl.SHADER_UNIFORM_FLOAT) +rl.SetShaderValue(shader, speedYLoc, speedY, rl.SHADER_UNIFORM_FLOAT) -seconds = ffi.new("float *", 0.0) +seconds = rl.ffi.new("float *", 0.0) rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second #//-------------------------------------------------------------------------------------- @@ -63,7 +61,7 @@ while not rl.WindowShouldClose(): #// Detect window close button or E #// Update #//---------------------------------------------------------------------------------- seconds[0] += rl.GetFrameTime() - rl.SetShaderValue(shader, secondsLoc, seconds, rl.UNIFORM_FLOAT) + rl.SetShaderValue(shader, secondsLoc, seconds, rl.SHADER_UNIFORM_FLOAT) #//---------------------------------------------------------------------------------- #// Draw