Update the camera before sending it to the shader

This commit is contained in:
JeffMyers 2026-08-06 15:26:07 -07:00
commit 421fd7e6f5

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");
@ -68,7 +68,7 @@ int main(void)
SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3); SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3);
SetShaderValue(shadowShader, lightColLoc, &lightColorNormalized, SHADER_UNIFORM_VEC4); SetShaderValue(shadowShader, lightColLoc, &lightColorNormalized, SHADER_UNIFORM_VEC4);
int ambientLoc = GetShaderLocation(shadowShader, "ambient"); int ambientLoc = GetShaderLocation(shadowShader, "ambient");
float ambient[4] = {0.1f, 0.1f, 0.1f, 1.0f}; float ambient[4] = { 0.1f, 0.1f, 0.1f, 1.0f };
SetShaderValue(shadowShader, ambientLoc, ambient, SHADER_UNIFORM_VEC4); SetShaderValue(shadowShader, ambientLoc, ambient, SHADER_UNIFORM_VEC4);
int lightVPLoc = GetShaderLocation(shadowShader, "lightVP"); int lightVPLoc = GetShaderLocation(shadowShader, "lightVP");
int shadowMapLoc = GetShaderLocation(shadowShader, "shadowMap"); int shadowMapLoc = GetShaderLocation(shadowShader, "shadowMap");
@ -81,7 +81,7 @@ int main(void)
for (int i = 0; i < robot.materialCount; i++) robot.materials[i].shader = shadowShader; for (int i = 0; i < robot.materialCount; i++) robot.materials[i].shader = shadowShader;
int animCount = 0; int animCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/models/robot.glb", &animCount); ModelAnimation* anims = LoadModelAnimations("resources/models/robot.glb", &animCount);
RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION); RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION);
@ -111,9 +111,11 @@ int main(void)
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
float deltaTime = GetFrameTime(); float deltaTime = GetFrameTime();
UpdateCamera(&camera, CAMERA_ORBITAL);
// send the updated camera position to the shader so that it can calculate the correct lighting for the scene
Vector3 cameraPos = camera.position; Vector3 cameraPos = camera.position;
SetShaderValue(shadowShader, shadowShader.locs[SHADER_LOC_VECTOR_VIEW], &cameraPos, SHADER_UNIFORM_VEC3); SetShaderValue(shadowShader, shadowShader.locs[SHADER_LOC_VECTOR_VIEW], &cameraPos, SHADER_UNIFORM_VEC3);
UpdateCamera(&camera, CAMERA_ORBITAL);
frameCounter++; frameCounter++;
frameCounter %= (anims[0].keyframeCount); frameCounter %= (anims[0].keyframeCount);
@ -123,19 +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);