浏览代码

Add normal and specular maps to draw model process

pull/122/head
victorfisac 8 年前
父节点
当前提交
64f6c74c9a
共有 1 个文件被更改,包括 17 次插入5 次删除
  1. +17
    -5
      src/rlgl.c

+ 17
- 5
src/rlgl.c 查看文件

@ -204,8 +204,8 @@ static bool texCompPVRTSupported = false; // PVR texture compression support
static bool texCompASTCSupported = false; // ASTC texture compression support
// Lighting data
static Light lights[MAX_LIGHTS]; // Lights pool
static int lightsCount; // Counts current enabled physic objects
static Light lights[MAX_LIGHTS]; // Lights pool
static int lightsCount; // Counts current enabled physic objects
#endif
// Compressed textures support flags
@ -1810,6 +1810,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
if ((material.texNormal.id != 0) && (material.shader.mapTexture1Loc != -1))
{
// Upload to shader specular map flag
glUniform1i(glGetUniformLocation(material.shader.id, "useNormal"), 1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
glUniform1i(material.shader.mapTexture1Loc, 1); // Normal texture fits in active texture unit 1
@ -1820,6 +1823,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1))
{
// Upload to shader specular map flag
glUniform1i(glGetUniformLocation(material.shader.id, "useSpecular"), 1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
glUniform1i(material.shader.mapTexture2Loc, 2); // Specular texture fits in active texture unit 2
@ -2293,7 +2299,13 @@ void DrawLights(void)
{
switch (lights[i]->type)
{
case LIGHT_POINT: DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); break;
case LIGHT_POINT:
{
DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
Draw3DCircle(lights[i]->position, lights[i]->radius, 0.0f, (Vector3){ 0, 0, 0 }, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
Draw3DCircle(lights[i]->position, lights[i]->radius, 90.0f, (Vector3){ 1, 0, 0 }, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
Draw3DCircle(lights[i]->position, lights[i]->radius, 90.0f, (Vector3){ 0, 1, 0 }, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
} break;
case LIGHT_DIRECTIONAL:
{
Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
@ -3105,9 +3117,9 @@ static void SetShaderLights(Shader shader)
locPoint = GetShaderLocation(shader, locName);
glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
memcpy(&locName[10], "attenuation\0", strlen("attenuation\0"));
memcpy(&locName[10], "radius\0", strlen("radius\0") + 2);
locPoint = GetShaderLocation(shader, locName);
glUniform1f(locPoint, lights[i]->attenuation);
glUniform1f(locPoint, lights[i]->radius);
} break;
case LIGHT_DIRECTIONAL:
{

正在加载...
取消
保存