REVIEWED: example: shaders_mesh_instancing
Simplified example
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4 changed files with 66 additions and 179 deletions
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@ -11,7 +11,7 @@
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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* Copyright (c) 2017-2022 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@ -36,7 +36,7 @@
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
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#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -45,22 +45,22 @@
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// Light data
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typedef struct {
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int type;
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bool enabled;
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Vector3 position;
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Vector3 target;
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Color color;
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bool enabled;
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// Shader locations
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int enabledLoc;
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int typeLoc;
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int posLoc;
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int positionLoc;
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int targetLoc;
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int colorLoc;
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} Light;
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// Light type
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typedef enum {
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LIGHT_DIRECTIONAL,
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LIGHT_DIRECTIONAL = 0,
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LIGHT_POINT
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} LightType;
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@ -128,27 +128,12 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade
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light.target = target;
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light.color = color;
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// TODO: Below code doesn't look good to me,
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// it assumes a specific shader naming and structure
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// Probably this implementation could be improved
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char enabledName[32] = "lights[x].enabled\0";
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char typeName[32] = "lights[x].type\0";
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char posName[32] = "lights[x].position\0";
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char targetName[32] = "lights[x].target\0";
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char colorName[32] = "lights[x].color\0";
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// Set location name [x] depending on lights count
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enabledName[7] = '0' + lightsCount;
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typeName[7] = '0' + lightsCount;
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posName[7] = '0' + lightsCount;
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targetName[7] = '0' + lightsCount;
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colorName[7] = '0' + lightsCount;
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light.enabledLoc = GetShaderLocation(shader, enabledName);
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light.typeLoc = GetShaderLocation(shader, typeName);
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light.posLoc = GetShaderLocation(shader, posName);
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light.targetLoc = GetShaderLocation(shader, targetName);
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light.colorLoc = GetShaderLocation(shader, colorName);
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// NOTE: Lighting shader naming must be the provided ones
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light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount));
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light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount));
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light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount));
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light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount));
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light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount));
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UpdateLightValues(shader, light);
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@ -168,7 +153,7 @@ void UpdateLightValues(Shader shader, Light light)
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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, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, light.positionLoc, 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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