Update shaders_basic_lighting.c
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3879decb9f
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1 changed files with 14 additions and 20 deletions
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@ -55,10 +55,10 @@ int main(void)
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Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
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Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
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// Load basic lighting shader
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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 required shader loactions
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// Get some required shader locations
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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// NOTE: "matModel" location name is automatically assigned on shader loading,
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// no need to get the location again if using that uniform name
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@ -72,7 +72,7 @@ int main(void)
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model.materials[0].shader = shader;
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cube.materials[0].shader = shader;
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// Using 4 point lights: gold, red, green and blue
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// Create lights
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Light lights[MAX_LIGHTS] = { 0 };
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lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, shader);
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lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, shader);
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@ -90,6 +90,10 @@ int main(void)
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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// Check key inputs to enable/disable lights
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if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
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@ -98,14 +102,7 @@ int main(void)
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if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
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// Update light values (actually, only enable/disable them)
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UpdateLightValues(shader, lights[0]);
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UpdateLightValues(shader, lights[1]);
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UpdateLightValues(shader, lights[2]);
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UpdateLightValues(shader, lights[3]);
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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
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//----------------------------------------------------------------------------------
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// Draw
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@ -119,15 +116,12 @@ int main(void)
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DrawModel(model, Vector3Zero(), 1.0f, WHITE);
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DrawModel(cube, Vector3Zero(), 1.0f, WHITE);
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// Draw markers to show where the lights are
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if (lights[0].enabled) DrawSphereEx(lights[0].position, 0.2f, 8, 8, YELLOW);
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else DrawSphereWires(lights[0].position, 0.2f, 8, 8, ColorAlpha(YELLOW, 0.3f));
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if (lights[1].enabled) DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED);
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else DrawSphereWires(lights[1].position, 0.2f, 8, 8, ColorAlpha(RED, 0.3f));
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if (lights[2].enabled) DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN);
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else DrawSphereWires(lights[2].position, 0.2f, 8, 8, ColorAlpha(GREEN, 0.3f));
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if (lights[3].enabled) DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE);
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else DrawSphereWires(lights[3].position, 0.2f, 8, 8, ColorAlpha(BLUE, 0.3f));
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// Draw spheres to show where the lights are
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
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else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
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}
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DrawGrid(10, 1.0f);
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