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REVIEWED: Examples comments, consistent code sections
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@@ -34,7 +34,6 @@
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Light type
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typedef enum {
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LIGHT_DIRECTIONAL = 0,
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@@ -66,7 +65,7 @@ typedef struct {
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static int lightCount = 0; // Current number of dynamic lights that have been created
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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// Create a light and get shader locations
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static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader);
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@@ -76,7 +75,7 @@ static Light CreateLight(int type, Vector3 position, Vector3 target, Color color
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static void UpdateLight(Shader shader, Light light);
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//----------------------------------------------------------------------------------
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// Main Entry Point
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// Program main entry point
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//----------------------------------------------------------------------------------
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int main()
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{
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@@ -231,9 +230,9 @@ int main()
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Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
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SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, SHADER_UNIFORM_VEC4);
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// Set floor metallic and roughness values
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SetShaderValue(shader, metallicValueLoc, &floor.materials[0].maps[MATERIAL_MAP_METALNESS].value, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, roughnessValueLoc, &floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value, SHADER_UNIFORM_FLOAT);
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// Set floor metallic and roughness values
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SetShaderValue(shader, metallicValueLoc, &floor.materials[0].maps[MATERIAL_MAP_METALNESS].value, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, roughnessValueLoc, &floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value, SHADER_UNIFORM_FLOAT);
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DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model
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@@ -244,9 +243,9 @@ int main()
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float emissiveIntensity = 0.01f;
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SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT);
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// Set old car metallic and roughness values
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SetShaderValue(shader, metallicValueLoc, &car.materials[0].maps[MATERIAL_MAP_METALNESS].value, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, roughnessValueLoc, &car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value, SHADER_UNIFORM_FLOAT);
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// Set old car metallic and roughness values
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SetShaderValue(shader, metallicValueLoc, &car.materials[0].maps[MATERIAL_MAP_METALNESS].value, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, roughnessValueLoc, &car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value, SHADER_UNIFORM_FLOAT);
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DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.25f, WHITE); // Draw car model
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@@ -293,6 +292,9 @@ int main()
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return 0;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Create light with provided data
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// NOTE: It updated the global lightCount and it's limited to MAX_LIGHTS
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static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader)
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