diff --git a/examples/resources/shaders/phong.vs b/examples/resources/shaders/phong.vs index ee6d34bfa..52cc22279 100644 --- a/examples/resources/shaders/phong.vs +++ b/examples/resources/shaders/phong.vs @@ -7,7 +7,9 @@ in vec3 vertexNormal; // Projection and model data uniform mat4 mvpMatrix; + uniform mat4 modelMatrix; +//uniform mat4 viewMatrix; // Not used // Attributes to fragment shader out vec2 fragTexCoord; diff --git a/examples/shaders_basic_lighting.c b/examples/shaders_basic_lighting.c index ba779b94f..649eab744 100644 --- a/examples/shaders_basic_lighting.c +++ b/examples/shaders_basic_lighting.c @@ -14,6 +14,17 @@ #define SHININESS_SPEED 1.0f #define LIGHT_SPEED 0.25f +// Light type +typedef struct Light { + Vector3 position; + Vector3 direction; + float intensity; + float specIntensity; + Color diffuse; + Color ambient; + Color specular; +} Light; + int main() { // Initialization @@ -48,6 +59,10 @@ int main() int cameraLoc = GetShaderLocation(shader, "cameraPos"); int lightLoc = GetShaderLocation(shader, "lightPos"); + // Model and View matrix locations (required for lighting) + int modelLoc = GetShaderLocation(shader, "modelMatrix"); + //int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used + // Light and material definitions Light light; Material matBlinn; @@ -82,6 +97,10 @@ int main() //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera position + // NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT! + SetShaderValueMatrix(shader, modelLoc, model.transform); // Send model matrix to shader + //SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera)); // Not used + // Glossiness input control if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED; else if(IsKeyDown(KEY_DOWN)) diff --git a/src/core.c b/src/core.c index 811f082a3..df380552f 100644 --- a/src/core.c +++ b/src/core.c @@ -938,6 +938,12 @@ Vector2 WorldToScreen(Vector3 position, Camera camera) return screenPosition; } +// Get transform matrix for camera +Matrix GetCameraMatrix(Camera camera) +{ + return MatrixLookAt(camera.position, camera.target, camera.up); +} + //---------------------------------------------------------------------------------- // Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions //---------------------------------------------------------------------------------- diff --git a/src/rlgl.h b/src/rlgl.h index 76cae9877..64581db8d 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -167,9 +167,6 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; // Uniforms int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) - - int modelLoc; // Model transformation matrix uniform location point (vertex shader) - int viewLoc; // View transformation matrix uniform location point (vertex shader) int tintColorLoc; // Color uniform location point (fragment shader) int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)