WARNING: VERY BREAKING CHANGE: Renamed some enum values for consistency
Some enums values have been renamed to be more consistent and also provide a more detailed description: - ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION - ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2 - MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO - PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
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parent
75038baf71
commit
01e28263be
33 changed files with 723 additions and 721 deletions
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@ -163,21 +163,21 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade
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void UpdateLightValues(Shader shader, Light light)
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{
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// Send to shader light enabled state and type
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SetShaderValue(shader, light.enabledLoc, &light.enabled, UNIFORM_INT);
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SetShaderValue(shader, light.typeLoc, &light.type, UNIFORM_INT);
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SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
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SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
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// Send to shader light position values
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float position[3] = { light.position.x, light.position.y, light.position.z };
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SetShaderValue(shader, light.posLoc, position, UNIFORM_VEC3);
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SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3);
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// Send to shader light target position values
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float target[3] = { light.target.x, light.target.y, light.target.z };
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SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3);
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SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
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// Send to shader light color values
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float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255,
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(float)light.color.b/(float)255, (float)light.color.a/(float)255 };
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SetShaderValue(shader, light.colorLoc, color, UNIFORM_VEC4);
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SetShaderValue(shader, light.colorLoc, color, SHADER_UNIFORM_VEC4);
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}
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#endif // RLIGHTS_IMPLEMENTATION
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@ -65,20 +65,20 @@ int main(void)
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Texture texture = LoadTexture("resources/texel_checker.png");
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// Assign texture to default model material
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modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
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modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
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modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
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modelA.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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// Get some shader loactions
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shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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// ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
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float angle = 6.282f;
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@ -133,7 +133,7 @@ int main(void)
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// Update the light shader with the camera view position
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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//----------------------------------------------------------------------------------
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// Draw
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@ -45,7 +45,7 @@ int main(void)
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Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
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model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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@ -79,7 +79,7 @@ int main(void)
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swirlCenter[1] = screenHeight - mousePosition.y;
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// Send new value to the shader to be used on drawing
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SetShaderValue(shader, swirlCenterLoc, swirlCenter, UNIFORM_VEC2);
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SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
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UpdateCamera(&camera); // Update camera
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//----------------------------------------------------------------------------------
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@ -62,23 +62,23 @@ int main(void)
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Texture texture = LoadTexture("resources/texel_checker.png");
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// Assign texture to default model material
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modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
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modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
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modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
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modelA.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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// Load shader and set up some uniforms
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
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shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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// Ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
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float fogDensity = 0.15f;
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int fogDensityLoc = GetShaderLocation(shader, "fogDensity");
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SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT);
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SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
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// NOTE: All models share the same shader
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modelA.materials[0].shader = shader;
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@ -112,14 +112,14 @@ int main(void)
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if (fogDensity < 0.0) fogDensity = 0.0;
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}
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SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT);
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SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
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// Rotate the torus
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
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// Update the light shader with the camera view position
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SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], &camera.position.x, UNIFORM_VEC3);
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], &camera.position.x, SHADER_UNIFORM_VEC3);
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//----------------------------------------------------------------------------------
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// Draw
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@ -44,7 +44,7 @@ int main(void)
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int timeLoc = GetShaderLocation(shader, "time");
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float resolution[2] = { (float)screenWidth, (float)screenHeight };
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SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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float totalTime = 0.0f;
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bool shaderAutoReloading = false;
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@ -62,8 +62,8 @@ int main(void)
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float mousePos[2] = { mouse.x, mouse.y };
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// Set shader required uniform values
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SetShaderValue(shader, timeLoc, &totalTime, UNIFORM_FLOAT);
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SetShaderValue(shader, mouseLoc, mousePos, UNIFORM_VEC2);
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SetShaderValue(shader, timeLoc, &totalTime, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, mouseLoc, mousePos, SHADER_UNIFORM_VEC2);
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// Hot shader reloading
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if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
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@ -87,7 +87,7 @@ int main(void)
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timeLoc = GetShaderLocation(shader, "time");
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// Reset required uniforms
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SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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}
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fragShaderFileModTime = currentFragShaderModTime;
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@ -65,11 +65,11 @@ int main(void)
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// Tell the shader what the screen dimensions, zoom, offset and c are
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float screenDims[2] = { (float)screenWidth, (float)screenHeight };
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SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2);
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SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
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SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
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SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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@ -101,7 +101,7 @@ int main(void)
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else if (IsKeyPressed(KEY_FIVE)) c[0] = POINTS_OF_INTEREST[4][0], c[1] = POINTS_OF_INTEREST[4][1];
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else if (IsKeyPressed(KEY_SIX)) c[0] = POINTS_OF_INTEREST[5][0], c[1] = POINTS_OF_INTEREST[5][1];
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SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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}
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if (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change)
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@ -130,15 +130,15 @@ int main(void)
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}
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else offsetSpeed = (Vector2){ 0.0f, 0.0f };
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SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
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SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
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SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
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// Increment c value with time
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float amount = GetFrameTime()*incrementSpeed*0.0005f;
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c[0] += amount;
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c[1] += amount;
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SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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}
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//----------------------------------------------------------------------------------
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@ -51,7 +51,7 @@ int main(void)
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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model.materials[0].shader = shader; // Set shader effect to 3d model
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model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Bind texture to model
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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@ -106,7 +106,7 @@ int main(void)
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// Send new value to the shader to be used on drawing.
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// NOTE: We are sending RGB triplets w/o the alpha channel
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SetShaderValueV(shader, paletteLoc, palettes[currentPalette], UNIFORM_IVEC3, COLORS_PER_PALETTE);
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SetShaderValueV(shader, paletteLoc, palettes[currentPalette], SHADER_UNIFORM_IVEC3, COLORS_PER_PALETTE);
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//----------------------------------------------------------------------------------
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// Draw
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@ -74,7 +74,7 @@ int main(void)
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Model model = LoadModel("resources/models/church.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
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model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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@ -49,7 +49,7 @@ int main(void)
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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float resolution[2] = { (float)screenWidth, (float)screenHeight };
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SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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float runTime = 0.0f;
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runTime += deltaTime;
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// Set shader required uniform values
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SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3);
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SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3);
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SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT);
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SetShaderValue(shader, viewEyeLoc, cameraPos, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, viewCenterLoc, cameraTarget, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, runTimeLoc, &runTime, SHADER_UNIFORM_FLOAT);
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// Check if screen is resized
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if (IsWindowResized())
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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float resolution[2] = { (float)screenWidth, (float)screenHeight };
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SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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}
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//----------------------------------------------------------------------------------
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TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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// Get some shader loactions
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shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
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shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
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shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
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// Ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
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CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader);
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Material material = LoadMaterialDefault();
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material.shader = shader;
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material.maps[MAP_DIFFUSE].color = RED;
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material.maps[MATERIAL_MAP_DIFFUSE].color = RED;
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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// Update the light shader with the camera view position
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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// Apply per-instance rotations
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for (int i = 0; i < count; i++)
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// Load and apply the diffuse texture (colour map)
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Texture texDiffuse = LoadTexture("resources/plasma.png");
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model1.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
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model2.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
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model1.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
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model2.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
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// Using MAP_EMISSION as a spare slot to use for 2nd texture
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// NOTE: Don't use MAP_IRRADIANCE, MAP_PREFILTER or MAP_CUBEMAP as they are bound as cube maps
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// Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture
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// NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or MATERIAL_MAP_CUBEMAP as they are bound as cube maps
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Texture texMask = LoadTexture("resources/mask.png");
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model1.materials[0].maps[MAP_EMISSION].texture = texMask;
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model2.materials[0].maps[MAP_EMISSION].texture = texMask;
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shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
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model1.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
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model2.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
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shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
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// Frame is incremented each frame to animate the shader
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int shaderFrame = GetShaderLocation(shader, "frame");
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rotation.z -= 0.0025f;
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// Send frames counter to shader for animation
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SetShaderValue(shader, shaderFrame, &framesCounter, UNIFORM_INT);
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SetShaderValue(shader, shaderFrame, &framesCounter, SHADER_UNIFORM_INT);
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// Rotate one of the models
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model1.transform = MatrixRotateXYZ(rotation);
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@ -114,7 +114,7 @@ int main(void)
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// a pitch black half and a dimly lit half.
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unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
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float sw = (float)GetScreenWidth();
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SetShaderValue(shdrSpot, wLoc, &sw, UNIFORM_FLOAT);
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SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
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||||
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// Randomise the locations and velocities of the spotlights
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// and initialise the shader locations
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|
@ -133,9 +133,9 @@ int main(void)
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|||
spots[i].inner = 28 * (i + 1);
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||||
spots[i].radius = 48 * (i + 1);
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||||
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||||
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
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||||
SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, UNIFORM_FLOAT);
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SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, UNIFORM_FLOAT);
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||||
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
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||||
SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
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||||
SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT);
|
||||
}
|
||||
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||||
SetTargetFPS(60); // Set to run at 60 frames-per-second
|
||||
|
@ -171,7 +171,7 @@ int main(void)
|
|||
if (spots[i].pos.y > (screenHeight - 64)) spots[i].vel.y = -spots[i].vel.y;
|
||||
}
|
||||
|
||||
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
|
||||
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
|
||||
}
|
||||
|
||||
// Draw
|
||||
|
|
|
@ -39,7 +39,7 @@ int main(void)
|
|||
|
||||
float time = 0.0f;
|
||||
int timeLoc = GetShaderLocation(shader, "uTime");
|
||||
SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
// -------------------------------------------------------------------------------------------------------------
|
||||
|
@ -50,7 +50,7 @@ int main(void)
|
|||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
time = GetTime();
|
||||
SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
|
@ -58,13 +58,13 @@ int main(void)
|
|||
float speedY = 8.0f;
|
||||
|
||||
float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, ampXLoc, &X, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, ampYLoc, &Y, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shader, freqXLoc, &freqX, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, freqYLoc, &freqY, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, ampXLoc, &X, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, ampYLoc, &Y, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, speedYLoc, &speedY, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
float seconds = 0.0f;
|
||||
|
||||
|
@ -78,7 +78,7 @@ int main(void)
|
|||
//----------------------------------------------------------------------------------
|
||||
seconds += GetFrameTime();
|
||||
|
||||
SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, secondsLoc, &seconds, SHADER_UNIFORM_FLOAT);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue