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Update the basic lighting example to use DrawCube and DrawPlane
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bohonghuang committed Mar 12, 2024
1 parent 972023f commit 3acbe2d
Showing 1 changed file with 6 additions and 12 deletions.
18 changes: 6 additions & 12 deletions examples/shaders/shaders_basic_lighting.c
Original file line number Diff line number Diff line change
Expand Up @@ -52,10 +52,6 @@ int main(void)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type

// Load plane model from a generated mesh
Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));

// Load basic lighting shader
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
Expand All @@ -69,10 +65,6 @@ int main(void)
int ambientLoc = GetShaderLocation(shader, "ambient");
SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);

// Assign out lighting shader to model
model.materials[0].shader = shader;
cube.materials[0].shader = shader;

// Create lights
Light lights[MAX_LIGHTS] = { 0 };
lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, shader);
Expand Down Expand Up @@ -112,8 +104,12 @@ int main(void)

BeginMode3D(camera);

DrawModel(model, Vector3Zero(), 1.0f, WHITE);
DrawModel(cube, Vector3Zero(), 1.0f, WHITE);
BeginShaderMode(shader);

DrawPlane(Vector3Zero(), (Vector2) { 10.0, 10.0 }, WHITE);
DrawCube(Vector3Zero(), 2.0, 4.0, 2.0, WHITE);

EndShaderMode();

// Draw spheres to show where the lights are
for (int i = 0; i < MAX_LIGHTS; i++)
Expand All @@ -136,8 +132,6 @@ int main(void)

// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model); // Unload the model
UnloadModel(cube); // Unload the model
UnloadShader(shader); // Unload shader

CloseWindow(); // Close window and OpenGL context
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