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| author | Ray <[email protected]> | 2019-01-10 11:25:26 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-01-10 11:25:26 +0100 |
| commit | 55f8dbc755c2e31d2112e71439fef0d31e8090a6 (patch) | |
| tree | e55e8b27cf4ef488167acd7bac9ec8a62c92ac97 /examples/others | |
| parent | 7c4a0f963dfc6f089337158ea6b78b84f4022368 (diff) | |
| download | raylib-55f8dbc755c2e31d2112e71439fef0d31e8090a6.tar.gz raylib-55f8dbc755c2e31d2112e71439fef0d31e8090a6.zip | |
WARNING: Redesigned SetShaderValue()
Diffstat (limited to 'examples/others')
| -rw-r--r-- | examples/others/standard_lighting.c | 25 |
1 files changed, 11 insertions, 14 deletions
diff --git a/examples/others/standard_lighting.c b/examples/others/standard_lighting.c index 72890436..7034aa35 100644 --- a/examples/others/standard_lighting.c +++ b/examples/others/standard_lighting.c @@ -350,9 +350,6 @@ static void GetShaderLightsLocations(Shader shader) // Set shader uniform values for lights // NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0 -// TODO: Replace glUniform1i(), glUniform1f(), glUniform3f(), glUniform4f(): -//SetShaderValue(Shader shader, int uniformLoc, float *value, int size) -//SetShaderValuei(Shader shader, int uniformLoc, int *value, int size) static void SetShaderLightsValues(Shader shader) { int tempInt[8] = { 0 }; @@ -363,20 +360,20 @@ static void SetShaderLightsValues(Shader shader) if (i < lightsCount) { tempInt[0] = lights[i]->enabled; - SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], lights[i]->enabled); + SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], lights[i]->enabled); tempInt[0] = lights[i]->type; - SetShaderValuei(shader, lightsLocs[i][1], tempInt, 1); //glUniform1i(lightsLocs[i][1], lights[i]->type); + SetShaderValue(shader, lightsLocs[i][1], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][1], lights[i]->type); tempFloat[0] = (float)lights[i]->diffuse.r/255.0f; tempFloat[1] = (float)lights[i]->diffuse.g/255.0f; tempFloat[2] = (float)lights[i]->diffuse.b/255.0f; tempFloat[3] = (float)lights[i]->diffuse.a/255.0f; - SetShaderValue(shader, lightsLocs[i][5], tempFloat, 4); + SetShaderValue(shader, lightsLocs[i][5], tempFloat, UNIFORM_VEC4); //glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255); tempFloat[0] = lights[i]->intensity; - SetShaderValue(shader, lightsLocs[i][6], tempFloat, 1); + SetShaderValue(shader, lightsLocs[i][6], tempFloat, UNIFORM_FLOAT); switch (lights[i]->type) { @@ -385,10 +382,10 @@ static void SetShaderLightsValues(Shader shader) tempFloat[0] = lights[i]->position.x; tempFloat[1] = lights[i]->position.y; tempFloat[2] = lights[i]->position.z; - SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3); + SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3); tempFloat[0] = lights[i]->radius; - SetShaderValue(shader, lightsLocs[i][4], tempFloat, 1); + SetShaderValue(shader, lightsLocs[i][4], tempFloat, UNIFORM_FLOAT); //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); //glUniform1f(lightsLocs[i][4], lights[i]->radius); @@ -401,7 +398,7 @@ static void SetShaderLightsValues(Shader shader) tempFloat[0] = direction.x; tempFloat[1] = direction.y; tempFloat[2] = direction.z; - SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3); + SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3); //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); } break; @@ -410,7 +407,7 @@ static void SetShaderLightsValues(Shader shader) tempFloat[0] = lights[i]->position.x; tempFloat[1] = lights[i]->position.y; tempFloat[2] = lights[i]->position.z; - SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3); + SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3); //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); @@ -420,11 +417,11 @@ static void SetShaderLightsValues(Shader shader) tempFloat[0] = direction.x; tempFloat[1] = direction.y; tempFloat[2] = direction.z; - SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3); + SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3); //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); tempFloat[0] = lights[i]->coneAngle; - SetShaderValue(shader, lightsLocs[i][7], tempFloat, 1); + SetShaderValue(shader, lightsLocs[i][7], tempFloat, UNIFORM_FLOAT); //glUniform1f(lightsLocs[i][7], lights[i]->coneAngle); } break; default: break; @@ -433,7 +430,7 @@ static void SetShaderLightsValues(Shader shader) else { tempInt[0] = 0; - SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], 0); // Light disabled + SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], 0); // Light disabled } } } |
