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Update shaders_basic_lighting.c

pull/2534/head
Ray 2 years ago
parent
commit
77b9ca50e0
1 changed files with 14 additions and 20 deletions
  1. +14
    -20
      examples/shaders/shaders_basic_lighting.c

+ 14
- 20
examples/shaders/shaders_basic_lighting.c View File

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

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