Update shaders_shadowmap_rendering.c

This commit is contained in:
Ray 2026-08-08 17:03:55 +02:00
commit 079cc2df09

View file

@ -21,9 +21,9 @@
#include "rlgl.h" #include "rlgl.h"
#if defined(PLATFORM_DESKTOP) #if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330 #define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB #else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100 #define GLSL_VERSION 100
#endif #endif
#define SHADOWMAP_RESOLUTION 1024 #define SHADOWMAP_RESOLUTION 1024
@ -60,7 +60,7 @@ int main(void)
TextFormat("resources/shaders/glsl%i/shadowmap.fs", GLSL_VERSION)); TextFormat("resources/shaders/glsl%i/shadowmap.fs", GLSL_VERSION));
shadowShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shadowShader, "viewPos"); shadowShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shadowShader, "viewPos");
Vector3 lightDir = Vector3Normalize((Vector3) { 0.35f, -1.0f, -0.35f }); Vector3 lightDir = Vector3Normalize((Vector3){ 0.35f, -1.0f, -0.35f });
Color lightColor = WHITE; Color lightColor = WHITE;
Vector4 lightColorNormalized = ColorNormalize(lightColor); Vector4 lightColorNormalized = ColorNormalize(lightColor);
int lightDirLoc = GetShaderLocation(shadowShader, "lightDir"); int lightDirLoc = GetShaderLocation(shadowShader, "lightDir");
@ -125,19 +125,19 @@ int main(void)
const float cameraSpeed = 0.05f; const float cameraSpeed = 0.05f;
if (IsKeyDown(KEY_LEFT)) if (IsKeyDown(KEY_LEFT))
{ {
if (lightDir.x < 0.6f) lightDir.x += cameraSpeed * 60.0f * deltaTime; if (lightDir.x < 0.6f) lightDir.x += cameraSpeed*60.0f*deltaTime;
} }
if (IsKeyDown(KEY_RIGHT)) if (IsKeyDown(KEY_RIGHT))
{ {
if (lightDir.x > -0.6f) lightDir.x -= cameraSpeed * 60.0f * deltaTime; if (lightDir.x > -0.6f) lightDir.x -= cameraSpeed*60.0f*deltaTime;
} }
if (IsKeyDown(KEY_UP)) if (IsKeyDown(KEY_UP))
{ {
if (lightDir.z < 0.6f) lightDir.z += cameraSpeed * 60.0f * deltaTime; if (lightDir.z < 0.6f) lightDir.z += cameraSpeed*60.0f*deltaTime;
} }
if (IsKeyDown(KEY_DOWN)) if (IsKeyDown(KEY_DOWN))
{ {
if (lightDir.z > -0.6f) lightDir.z -= cameraSpeed * 60.0f * deltaTime; if (lightDir.z > -0.6f) lightDir.z -= cameraSpeed*60.0f*deltaTime;
} }
lightDir = Vector3Normalize(lightDir); lightDir = Vector3Normalize(lightDir);
@ -162,6 +162,7 @@ int main(void)
EndMode3D(); EndMode3D();
EndTextureMode(); EndTextureMode();
lightViewProj = MatrixMultiply(lightView, lightProj); lightViewProj = MatrixMultiply(lightView, lightProj);
// PASS 02: Draw the scene into main framebuffer, using the generated shadowmap // PASS 02: Draw the scene into main framebuffer, using the generated shadowmap