Browse Source

Some tweaks

Ray 6 years ago
parent
commit
788bb78989
4 changed files with 15 additions and 11 deletions
  1. 2 0
      examples/CMakeLists.txt
  2. 2 0
      examples/Makefile
  3. 9 9
      examples/shaders/shaders_raymarching.c
  4. 2 2
      src/rlgl.h

+ 2 - 0
examples/CMakeLists.txt

@@ -46,10 +46,12 @@ if(${PLATFORM} MATCHES "Android")
   list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_heightmap.c)
   list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_billboard.c)
   list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_solar_system.c)
+  list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_obj_viewer.c)
 
   list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_custom_uniform.c)
   list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c)
   list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
+  list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
 
 elseif(${PLATFORM} MATCHES "Web")
   set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1")

+ 2 - 0
examples/Makefile

@@ -407,6 +407,7 @@ EXAMPLES = \
     models/models_box_collisions \
     models/models_billboard \
     models/models_obj_loading \
+    models/models_obj_viewing \
     models/models_heightmap \
     models/models_cubicmap \
     models/models_mesh_picking \
@@ -418,6 +419,7 @@ EXAMPLES = \
     shaders/shaders_shapes_textures \
     shaders/shaders_custom_uniform \
     shaders/shaders_postprocessing \
+    shaders/shaders_raymarching \
     audio/audio_sound_loading \
     audio/audio_music_stream \
     audio/audio_module_playing \

+ 9 - 9
examples/shaders/shaders_raymarching.c

@@ -32,9 +32,9 @@ int main()
     camera.target = (Vector3){ 0.0f, 0.0f, 0.7f };      // Camera looking at point
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
     camera.fovy = 65.0f;                                // Camera field-of-view Y
-    
+
     SetCameraMode(camera, CAMERA_FREE);                 // Set camera mode
-   
+
     // Load raymarching shader
     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     Shader shader = LoadShader(0, "resources/shaders/glsl330/raymarching.fs");
@@ -46,12 +46,12 @@ int main()
     int deltaTimeLoc = GetShaderLocation(shader, "deltaTime");
     int runTimeLoc = GetShaderLocation(shader, "runTime");
     int resolutionLoc = GetShaderLocation(shader, "resolution");
-    
+
     float resolution[2] = { screenWidth, screenHeight };
     SetShaderValue(shader, resolutionLoc, resolution, 2);
-    
+
     float runTime = 0.0f;
-    
+
     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
 
@@ -61,14 +61,14 @@ int main()
         // Update
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera);              // Update camera
-        
+
         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
         float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
         float cameraUp[3] = { camera.up.x, camera.up.y, camera.up.z };
 
         float deltaTime = GetFrameTime();  
         runTime += deltaTime;
-        
+
         // Set shader required uniform values
         SetShaderValue(shader, viewEyeLoc, cameraPos, 3);
         SetShaderValue(shader, viewCenterLoc, cameraTarget, 3);
@@ -86,9 +86,9 @@ int main()
             // We only draw a white full-screen rectangle,
             // frame is generated in shader using raymarching
             BeginShaderMode(shader);
-                DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);                          
+                DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
             EndShaderMode();
-            
+
             DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, GRAY);
 
         EndDrawing();

+ 2 - 2
src/rlgl.h

@@ -2891,8 +2891,8 @@ int GetShaderLocation(Shader shader, const char *uniformName)
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     location = glGetUniformLocation(shader.id, uniformName);
 
-    if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i] Shader uniform [%s] COULD NOT BE FOUND", shader.id, uniformName);
-    else TraceLog(LOG_INFO, "[SHDR ID %i] Shader uniform [%s] set at location: %i", shader.id, uniformName, location);
+    if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i][%s] Shader uniform could not be found", shader.id, uniformName);
+    else TraceLog(LOG_INFO, "[SHDR ID %i][%s] Shader uniform set at location: %i", shader.id, uniformName, location);
 #endif
     return location;
 }