diff options
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 30 |
1 files changed, 21 insertions, 9 deletions
@@ -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 @@ -1793,6 +1793,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // Setup shader uniforms for lights SetShaderLights(material.shader); + // Upload to shader material.colSpecular + glUniform4f(glGetUniformLocation(material.shader.id, "colTint"), (float)material.colTint.r/255, (float)material.colTint.g/255, (float)material.colTint.b/255, (float)material.colTint.a/255); + // Upload to shader material.colAmbient glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255); @@ -1810,16 +1813,19 @@ 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 - - // TODO: Upload to shader normalDepth - //glUniform1f(???, material.normalDepth); } 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)); @@ -2553,7 +2565,7 @@ static Shader LoadDefaultShader(void) // Load standard shader // NOTE: This shader supports: // - Up to 3 different maps: diffuse, normal, specular -// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth +// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness // - Up to 8 lights: Point, Directional or Spot static Shader LoadStandardShader(void) { @@ -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: { |
