diff --git a/examples/shaders/shaders_normalmap.c b/examples/shaders/shaders_normalmap.c index 96cbf414a..58c7deb48 100644 --- a/examples/shaders/shaders_normalmap.c +++ b/examples/shaders/shaders_normalmap.c @@ -19,12 +19,13 @@ ********************************************************************************************/ #include + #include #if defined(PLATFORM_DESKTOP) -#define GLSL_VERSION 330 -#else // PLATFORM_ANDROID, PLATFORM_WEB -#define GLSL_VERSION 100 + #define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 #endif //------------------------------------------------------------------------------------ @@ -34,14 +35,16 @@ int main(void) { // Initialization //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); - InitWindow(800, 450, "Normal Map"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - normal map"); - Camera camera = {0}; - camera.position = (Vector3){0.0f, 2.0f, -4.0f}; - camera.target = (Vector3){0.0f, 0.0f, 0.0f}; - camera.up = (Vector3){0.0f, 1.0f, 0.0f}; + Camera camera = { 0 }; + camera.position = (Vector3){ 0.0f, 2.0f, -4.0f }; + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; camera.projection = CAMERA_PERSPECTIVE; @@ -52,12 +55,13 @@ int main(void) // Get some required shader locations shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap"); shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); + // NOTE: "matModel" location name is automatically assigned on shader loading, // no need to get the location again if using that uniform name // shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); - // This example uses just 1 point light. - Vector3 lightPosition = {0.0f, 1.0f, 0.0f}; + // This example uses just 1 point light + Vector3 lightPosition = { 0.0f, 1.0f, 0.0f }; int lightPosLoc = GetShaderLocation(shader, "lightPos"); // Load a plane model that has proper normals and tangents @@ -91,26 +95,25 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - // Move the light around on the X and Z axis using WASD keys - Vector3 direction = {0}; - if (IsKeyDown(KEY_W)) direction = Vector3Add(direction, (Vector3){0.0f, 0.0f, 1.0f}); - if (IsKeyDown(KEY_S)) direction = Vector3Add(direction, (Vector3){0.0f, 0.0f, -1.0f}); - if (IsKeyDown(KEY_D)) direction = Vector3Add(direction, (Vector3){-1.0f, 0.0f, 0.0f}); - if (IsKeyDown(KEY_A)) direction = Vector3Add(direction, (Vector3){1.0f, 0.0f, 0.0f}); + Vector3 direction = { 0 }; + if (IsKeyDown(KEY_W)) direction = Vector3Add(direction, (Vector3){ 0.0f, 0.0f, 1.0f }); + if (IsKeyDown(KEY_S)) direction = Vector3Add(direction, (Vector3){ 0.0f, 0.0f, -1.0f }); + if (IsKeyDown(KEY_D)) direction = Vector3Add(direction, (Vector3){ -1.0f, 0.0f, 0.0f }); + if (IsKeyDown(KEY_A)) direction = Vector3Add(direction, (Vector3){ 1.0f, 0.0f, 0.0f }); direction = Vector3Normalize(direction); - lightPosition = Vector3Add(lightPosition, Vector3Scale(direction, GetFrameTime() * 3.0f)); + lightPosition = Vector3Add(lightPosition, Vector3Scale(direction, GetFrameTime()*3.0f)); // Increase/Decrease the specular exponent(shininess) - if (IsKeyDown(KEY_UP)) specularExponent = Clamp(specularExponent + 40.0f * GetFrameTime(), 2.0f, 128.0f); - if (IsKeyDown(KEY_DOWN)) specularExponent = Clamp(specularExponent - 40.0f * GetFrameTime(), 2.0f, 128.0f); + if (IsKeyDown(KEY_UP)) specularExponent = Clamp(specularExponent + 40.0f*GetFrameTime(), 2.0f, 128.0f); + if (IsKeyDown(KEY_DOWN)) specularExponent = Clamp(specularExponent - 40.0f*GetFrameTime(), 2.0f, 128.0f); // Toggle normal map on and off if (IsKeyPressed(KEY_N)) useNormalMap = !useNormalMap; // Spin plane model at a constant rate - plane.transform = MatrixRotateY(GetTime() * 0.5f); + plane.transform = MatrixRotateY(GetTime()*0.5f); // Update shader values float lightPos[3] = {lightPosition.x, lightPosition.y, lightPosition.z}; @@ -138,19 +141,19 @@ int main(void) EndShaderMode(); - //Draw sphere to show light position + // Draw sphere to show light position DrawSphereWires(lightPosition, 0.2f, 8, 8, ORANGE); EndMode3D(); Color textColor = (useNormalMap) ? DARKGREEN : RED; const char *toggleStr = (useNormalMap) ? "On" : "Off"; - DrawText(TextFormat("Use key [N] to toggle normal map: %s", toggleStr), 10, 30, 20, textColor); + DrawText(TextFormat("Use key [N] to toggle normal map: %s", toggleStr), 10, 30, 10, textColor); int yOffset = 24; - DrawText("Use keys [W][A][S][D] to move the light", 10, 30 + yOffset * 1, 20, BLACK); - DrawText("Use keys [Up][Down] to change specular exponent", 10, 30 + yOffset * 2, 20, BLACK); - DrawText(TextFormat("Specular Exponent: %.2f", specularExponent), 10, 30 + yOffset * 3, 20, BLUE); + DrawText("Use keys [W][A][S][D] to move the light", 10, 30 + yOffset*1, 10, BLACK); + DrawText("Use keys [Up][Down] to change specular exponent", 10, 30 + yOffset*2, 10, BLACK); + DrawText(TextFormat("Specular Exponent: %.2f", specularExponent), 10, 30 + yOffset*3, 10, BLUE); DrawFPS(10, 10); diff --git a/examples/textures/textures_image_kernel.c b/examples/textures/textures_image_kernel.c index fa1bc92c7..cfd05092a 100644 --- a/examples/textures/textures_image_kernel.c +++ b/examples/textures/textures_image_kernel.c @@ -22,7 +22,7 @@ //------------------------------------------------------------------------------------ // Module functions declaration //------------------------------------------------------------------------------------ -void NormalizeKernel(float *kernel, int size); +static void NormalizeKernel(float *kernel, int size); //------------------------------------------------------------------------------------ // Program main entry point