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