This commit is contained in:
richard 2022-02-02 18:21:34 +00:00
parent ff84bdf2dd
commit 218d9a18f7
7 changed files with 84 additions and 145 deletions

View file

@ -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