mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-16 03:15:40 +00:00
WARNING: VERY BREAKING CHANGE: Renamed some enum values for consistency
Some enums values have been renamed to be more consistent and also provide a more detailed description: - ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION - ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2 - MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO - PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
This commit is contained in:
@@ -60,15 +60,15 @@ int main(void)
|
||||
|
||||
// Load and apply the diffuse texture (colour map)
|
||||
Texture texDiffuse = LoadTexture("resources/plasma.png");
|
||||
model1.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
|
||||
model2.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
|
||||
model1.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
|
||||
model2.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
|
||||
|
||||
// Using MAP_EMISSION as a spare slot to use for 2nd texture
|
||||
// NOTE: Don't use MAP_IRRADIANCE, MAP_PREFILTER or MAP_CUBEMAP as they are bound as cube maps
|
||||
// Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture
|
||||
// NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or MATERIAL_MAP_CUBEMAP as they are bound as cube maps
|
||||
Texture texMask = LoadTexture("resources/mask.png");
|
||||
model1.materials[0].maps[MAP_EMISSION].texture = texMask;
|
||||
model2.materials[0].maps[MAP_EMISSION].texture = texMask;
|
||||
shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
|
||||
model1.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
|
||||
model2.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
|
||||
shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
|
||||
|
||||
// Frame is incremented each frame to animate the shader
|
||||
int shaderFrame = GetShaderLocation(shader, "frame");
|
||||
@@ -94,7 +94,7 @@ int main(void)
|
||||
rotation.z -= 0.0025f;
|
||||
|
||||
// Send frames counter to shader for animation
|
||||
SetShaderValue(shader, shaderFrame, &framesCounter, UNIFORM_INT);
|
||||
SetShaderValue(shader, shaderFrame, &framesCounter, SHADER_UNIFORM_INT);
|
||||
|
||||
// Rotate one of the models
|
||||
model1.transform = MatrixRotateXYZ(rotation);
|
||||
|
||||
Reference in New Issue
Block a user