From d0ff78e7f41be9884e786026ddd22ed53fc0943f Mon Sep 17 00:00:00 2001 From: raysan5 Date: Mon, 25 Jan 2016 13:39:23 +0100 Subject: Move Light struct to example --- examples/shaders_basic_lighting.c | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) (limited to 'examples/shaders_basic_lighting.c') diff --git a/examples/shaders_basic_lighting.c b/examples/shaders_basic_lighting.c index ba779b94..649eab74 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)) -- cgit v1.2.3 From cbbe9485294032d680579809976f7035785d3694 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Fri, 12 Feb 2016 19:02:23 +0100 Subject: Some code tweaks --- examples/shaders_basic_lighting.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'examples/shaders_basic_lighting.c') diff --git a/examples/shaders_basic_lighting.c b/examples/shaders_basic_lighting.c index 649eab74..84bd1af4 100644 --- a/examples/shaders_basic_lighting.c +++ b/examples/shaders_basic_lighting.c @@ -77,9 +77,9 @@ int main() light.specIntensity = 1.0f; // Material initialization - matBlinn.diffuse = WHITE; - matBlinn.ambient = (Color){ 50, 50, 50, 255 }; - matBlinn.specular = WHITE; + matBlinn.colDiffuse = WHITE; + matBlinn.colAmbient = (Color){ 50, 50, 50, 255 }; + matBlinn.colSpecular = WHITE; matBlinn.glossiness = 50.0f; // Setup camera @@ -129,8 +129,8 @@ int main() SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1); // Send material values to shader - SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.ambient), 3); - SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.specular), 3); + SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3); + SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3); SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1); // Send camera and light transform values to shader @@ -146,7 +146,7 @@ int main() Begin3dMode(camera); - DrawModel(model, position, 4.0f, matBlinn.diffuse); + DrawModel(model, position, 4.0f, matBlinn.colDiffuse); DrawSphere(light.position, 0.5f, GOLD); DrawGrid(20, 1.0f); -- cgit v1.2.3