3 Commits

Author SHA1 Message Date
Ray
079cc2df09 Update shaders_shadowmap_rendering.c 2026-08-08 17:03:55 +02:00
388806f24d [examples] shaders shadowmap rendering camera fix (#6041)
* Update the camera before sending it to the shader

* tabs to spaces (oops)
2026-08-08 16:58:39 +02:00
b0005129c7 fix typo in fix_win32_compatibility.h (#6043)
* fix typo in fix_win32_compatibility.h

* fix another typo in fix_win32_compatibility.h

* fix yet another typo in fix_win32_compatibility.h
2026-08-08 16:57:40 +02:00
2 changed files with 9 additions and 6 deletions

View File

@ -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);
@ -160,6 +162,7 @@ int main(void)
EndMode3D(); EndMode3D();
EndTextureMode(); EndTextureMode();
lightViewProj = MatrixMultiply(lightView, lightProj); lightViewProj = MatrixMultiply(lightView, lightProj);
// PASS 02: Draw the scene into main framebuffer, using the generated shadowmap // PASS 02: Draw the scene into main framebuffer, using the generated shadowmap

View File

@ -2,7 +2,7 @@
* *
* fix_win32_compatibility.h Utility to help include windows.h with raylib projects * fix_win32_compatibility.h Utility to help include windows.h with raylib projects
* *
* Useage: #include "fix_win32_compatibility.h" any library that uses windows.h * Usage: #include "fix_win32_compatibility.h" any library that uses windows.h
* order is critical, this must be done before raylib * order is critical, this must be done before raylib
* *
* LICENSE: MIT * LICENSE: MIT
@ -32,7 +32,7 @@
#pragma once #pragma once
// move the windows functions to new names // move the windows functions to new names
// note that you can't call these functions or structures from your code, but you should not neeed to // note that you can't call these functions or structures from your code, but you should not need to
#define CloseWindow CloseWindowWin32 #define CloseWindow CloseWindowWin32
#define Rectangle RectangleWin32 #define Rectangle RectangleWin32
#define ShowCursor ShowCursorWin32 #define ShowCursor ShowCursorWin32
@ -47,7 +47,7 @@
#define WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN
#include <windows.h> #include <windows.h>
// remove all our redfintions so that raylib can define them properly // remove all our redefinitions so that raylib can define them properly
#undef CloseWindow #undef CloseWindow
#undef Rectangle #undef Rectangle
#undef ShowCursor #undef ShowCursor