diff --git a/examples/shaders/shaders_shadowmap_rendering.c b/examples/shaders/shaders_shadowmap_rendering.c index e5470940a..f8fd7d693 100644 --- a/examples/shaders/shaders_shadowmap_rendering.c +++ b/examples/shaders/shaders_shadowmap_rendering.c @@ -21,9 +21,9 @@ #include "rlgl.h" #if defined(PLATFORM_DESKTOP) -#define GLSL_VERSION 330 + #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB -#define GLSL_VERSION 100 + #define GLSL_VERSION 100 #endif #define SHADOWMAP_RESOLUTION 1024 @@ -57,10 +57,10 @@ int main(void) camera.fovy = 45.0f; Shader shadowShader = LoadShader(TextFormat("resources/shaders/glsl%i/shadowmap.vs", GLSL_VERSION), - 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"); - Vector3 lightDir = Vector3Normalize((Vector3) { 0.35f, -1.0f, -0.35f }); + Vector3 lightDir = Vector3Normalize((Vector3){ 0.35f, -1.0f, -0.35f }); Color lightColor = WHITE; Vector4 lightColorNormalized = ColorNormalize(lightColor); int lightDirLoc = GetShaderLocation(shadowShader, "lightDir"); @@ -125,19 +125,19 @@ int main(void) const float cameraSpeed = 0.05f; 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 (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 (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 (lightDir.z > -0.6f) lightDir.z -= cameraSpeed * 60.0f * deltaTime; + if (lightDir.z > -0.6f) lightDir.z -= cameraSpeed*60.0f*deltaTime; } lightDir = Vector3Normalize(lightDir); @@ -153,34 +153,35 @@ int main(void) // We can later use the depth buffer when rendering everything from the player's point of view // to determine whether a given point is "visible" to the light BeginTextureMode(shadowMap); - ClearBackground(WHITE); + ClearBackground(WHITE); - BeginMode3D(lightCamera); - lightView = rlGetMatrixModelview(); - lightProj = rlGetMatrixProjection(); - DrawScene(cube, robot); - EndMode3D(); + BeginMode3D(lightCamera); + lightView = rlGetMatrixModelview(); + lightProj = rlGetMatrixProjection(); + DrawScene(cube, robot); + EndMode3D(); EndTextureMode(); + lightViewProj = MatrixMultiply(lightView, lightProj); // PASS 02: Draw the scene into main framebuffer, using the generated shadowmap BeginDrawing(); - ClearBackground(RAYWHITE); + ClearBackground(RAYWHITE); - SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj); - rlEnableShader(shadowShader.id); + SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj); + rlEnableShader(shadowShader.id); - rlActiveTextureSlot(textureActiveSlot); - rlEnableTexture(shadowMap.depth.id); - rlSetUniform(shadowMapLoc, &textureActiveSlot, SHADER_UNIFORM_INT, 1); + rlActiveTextureSlot(textureActiveSlot); + rlEnableTexture(shadowMap.depth.id); + rlSetUniform(shadowMapLoc, &textureActiveSlot, SHADER_UNIFORM_INT, 1); - BeginMode3D(camera); - DrawScene(cube, robot); // Draw the same exact things as we drew in the shadowmap! - EndMode3D(); + BeginMode3D(camera); + DrawScene(cube, robot); // Draw the same exact things as we drew in the shadowmap! + EndMode3D(); - DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED); - DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 280, screenHeight - 20, 10, GRAY); + DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED); + DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 280, screenHeight - 20, 10, GRAY); EndDrawing();