update examples
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40 changed files with 232 additions and 321 deletions
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@ -4,20 +4,20 @@ import raylib as rl
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class LightSystem:
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MAX_LIGHTS = 4 #// Max dynamic lights supported by shader
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lightsCount = 0
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lights = []
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lights: list['Light'] = []
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def __init__(self, ambient = [ 0.2, 0.2, 0.2, 1.0 ], *ls):
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self.shader = rl.LoadShader(b"resources/shaders/fogLight.vs",
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b"resources/shaders/fogLight.fs");
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#// Get some shader loactions
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self.shader.locs[rl.SHADER_LOC_MATRIX_MODEL] = rl.GetShaderLocation(self.shader, b"matModel");
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self.shader.locs[rl.SHADER_LOC_VECTOR_VIEW] = rl.GetShaderLocation(self.shader, b"viewPos");
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self.shader.locs[rl.SHADER_LOC_MATRIX_MODEL] = rl.GetShaderLocation(self.shader, b"matModel")
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self.shader.locs[rl.SHADER_LOC_VECTOR_VIEW] = rl.GetShaderLocation(self.shader, b"viewPos")
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#// ambient light level
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self.ambientLoc = rl.GetShaderLocation(self.shader, b"ambient");
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self.ambientLoc = rl.GetShaderLocation(self.shader, b"ambient")
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v = rl.ffi.new("struct Vector4 *", ambient)
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rl.SetShaderValue(self.shader, self.ambientLoc, v, rl.SHADER_UNIFORM_VEC4);
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rl.SetShaderValue(self.shader, self.ambientLoc, v, rl.SHADER_UNIFORM_VEC4)
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for light in ls:
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self.add(light)
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@ -48,7 +48,7 @@ screenWidth = 1200
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screenHeight = 720
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rl.SetConfigFlags(
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rl.FLAG_MSAA_4X_HINT | rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available)
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rl.FLAG_MSAA_4X_HINT | rl.FLAG_WINDOW_RESIZABLE) # Enable Multi Sampling Anti Aliasing 4x (if available)
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rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting")
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camera = rl.ffi.new('struct Camera3D *', [
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@ -9,7 +9,7 @@ def LoadRenderTextureDepthTex(width, height):
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target = RenderTexture()
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target.id = rl_load_framebuffer(width, height) # Load an empty framebuffer
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target.id = rl_load_framebuffer() # Load an empty framebuffer
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if target.id > 0:
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@ -72,12 +72,7 @@ shader = load_shader("","resources/shaders/glsl330/write_depth.fs")
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target = LoadRenderTextureDepthTex(screenWidth, screenHeight)
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# Define the camera to look into our 3d world
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camera = Camera3D()
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camera.position = (2.0, 2.0, 3.0) # Camera position
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camera.target = (0.0, 0.5, 0.0) # Camera looking at point
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camera.up = (0.0, 1.0, 0.0) # Camera up vector (rotation towards target)
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camera.fovy = 45.0 # Camera field-of-view Y
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camera.projection = CameraProjection.CAMERA_PERSPECTIVE # Camera projection type
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camera = Camera3D((2.0, 2.0, 3.0),(0.0, 0.5, 0.0),(0.0, 1.0, 0.0),45.0, CameraProjection.CAMERA_PERSPECTIVE)
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set_target_fps(60) # Set our game to run at 60 frames-per-second
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