Some code tweaks
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@ -15,7 +15,7 @@ in vec3 fragPosition;
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uniform samplerCube environmentMap;
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// Constant values
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const float PI = 3.14159265359f;
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const float PI = 3.14159265359;
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// Output fragment color
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out vec4 finalColor;
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@ -31,8 +31,8 @@ void main()
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vec3 right = cross(up, normal);
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up = cross(normal, right);
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float sampleDelta = 0.025f;
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float nrSamples = 0.0f;
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float sampleDelta = 0.025;
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float nrSamples = 0.0;
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for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta)
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{
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@ -34,7 +34,7 @@ void main()
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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// Calculate fragment position based on model transformations
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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@ -18,7 +18,7 @@ uniform samplerCube environmentMap;
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uniform float roughness;
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// Constant values
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const float PI = 3.14159265359f;
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const float PI = 3.14159265359;
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// Output fragment color
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out vec4 finalColor;
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@ -35,7 +35,7 @@ float DistributionGGX(vec3 N, vec3 H, float roughness)
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float nom = a2;
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float nom = a2;
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float denom = (NdotH2*(a2 - 1.0) + 1.0);
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denom = PI*denom*denom;
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@ -49,7 +49,7 @@ float RadicalInverse_VdC(uint bits)
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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return float(bits)*2.3283064365386963e-10; // / 0x100000000
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}
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vec2 Hammersley(uint i, uint N)
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@ -60,7 +60,7 @@ vec2 Hammersley(uint i, uint N)
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
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{
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float a = roughness*roughness;
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float phi = 2.0 * PI * Xi.x;
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float phi = 2.0*PI*Xi.x;
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float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
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float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
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@ -68,17 +68,11 @@ typedef enum {
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extern "C" { // Prevents name mangling of functions
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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int lightsCount = 0; // Current amount of created lights
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations
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void UpdateLightValues(Shader shader, Light light); // Send light properties to shader
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//void InitLightLocations(Shader shader, Light *light); // Init light shader locations
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#ifdef __cplusplus
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}
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@ -110,7 +104,7 @@ void UpdateLightValues(Shader shader, Light light); // Send light proper
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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// ...
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static int lightsCount = 0; // Current amount of created lights
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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@ -142,6 +136,8 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade
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char posName[32] = "lights[x].position\0";
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char targetName[32] = "lights[x].target\0";
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char colorName[32] = "lights[x].color\0";
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// Set location name [x] depending on lights count
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enabledName[7] = '0' + lightsCount;
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typeName[7] = '0' + lightsCount;
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posName[7] = '0' + lightsCount;
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@ -112,7 +112,7 @@ int main(void)
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UpdateCamera(&camera); // Update camera
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// Make the lights do differing orbits
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angle -= 0.02;
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angle -= 0.02f;
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lights[0].position.x = cosf(angle)*4.0f;
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lights[0].position.z = sinf(angle)*4.0f;
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lights[1].position.x = cosf(-angle*0.6f)*4.0f;
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@ -128,8 +128,8 @@ int main(void)
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UpdateLightValues(shader, lights[3]);
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// Rotate the torus
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f));
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f));
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// Update the light shader with the camera view position
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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@ -161,7 +161,7 @@ int main(void)
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DrawFPS(10, 10);
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DrawText("Keys RGB & W toggle lights", 10, 30, 20, DARKGRAY);
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DrawText("Use keys RGBW to toggle lights", 10, 30, 20, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -73,7 +73,7 @@
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3 or ES2
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// Required for: rlLoadTexture() rlDeleteTextures(),
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// rlGenerateMipmaps(), some funcs for DrawTexturePro()
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// rlGenerateMipmaps(), some funcs for DrawTexturePro()
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// Support only desired texture formats on stb_image
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#if !defined(SUPPORT_FILEFORMAT_BMP)
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