Some code tweaks

This commit is contained in:
raysan5 2016-02-12 19:02:23 +01:00
parent 823abf666e
commit cbbe948529
3 changed files with 18 additions and 13 deletions

View File

@ -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);

View File

@ -118,7 +118,6 @@
// Defines and Macros
//----------------------------------------------------------------------------------
#define STORAGE_FILENAME "storage.data"
#define MAX_TOUCH_POINTS 2
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -324,6 +323,10 @@ void InitWindow(int width, int height, const char *title)
emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenInputCallback);
emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenInputCallback);
emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenInputCallback);
// TODO: Add gamepad support (not provided by GLFW3 on emscripten)
//emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenInputCallback);
//emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenInputCallback);
#endif
mousePosition.x = (float)screenWidth/2.0f;

View File

@ -166,6 +166,9 @@
#define MOUSE_MIDDLE_BUTTON 2
#endif
// Touch points registered
#define MAX_TOUCH_POINTS 2
// Gamepad Number
#define GAMEPAD_PLAYER1 0
#define GAMEPAD_PLAYER2 1
@ -348,9 +351,6 @@ typedef struct Shader {
// 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)
@ -448,15 +448,16 @@ typedef enum {
GESTURE_PINCH_OUT = 512
} Gestures;
// Touch action (fingers or mouse)
typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
// Gesture events
// NOTE: MAX_TOUCH_POINTS fixed to 4
// NOTE: MAX_TOUCH_POINTS fixed to 2
typedef struct {
int touchAction;
int pointCount;
int pointerId[4];
Vector2 position[4];
int pointerId[MAX_TOUCH_POINTS];
Vector2 position[MAX_TOUCH_POINTS];
} GestureEvent;
// Camera system modes
@ -798,6 +799,7 @@ bool IsPosproShaderEnabled(void); // Check if
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment