| 79 | #// Send light properties to shader |
| 80 | #// NOTE: Light shader locations should be available |
| 81 | def UpdateLightValues(self): |
| 82 | #// Send to shader light enabled state and type |
| 83 | rl.SetShaderValue(self.shader, self.enabledLoc, rl.ffi.new("int *",self.enabled), rl.SHADER_UNIFORM_INT) |
| 84 | rl.SetShaderValue(self.shader, self.typeLoc, rl.ffi.new("int *",self.type), rl.SHADER_UNIFORM_INT) |
| 85 | |
| 86 | #// Send to shader light position values |
| 87 | position = [ self.position.x, self.position.y, self.position.z] |
| 88 | rl.SetShaderValue(self.shader, self.posLoc, rl.ffi.new("struct Vector3 *",position), rl.SHADER_UNIFORM_VEC3) |
| 89 | |
| 90 | #// Send to shader light target position values |
| 91 | target =[ self.target.x, self.target.y, self.target.z ] |
| 92 | rl.SetShaderValue(self.shader, self.targetLoc, rl.ffi.new("struct Vector3 *",target), rl.SHADER_UNIFORM_VEC3) |
| 93 | |
| 94 | #// Send to shader light color values |
| 95 | color = [self.color[0]/255.0, self.color[1]/255.0, self.color[2]/255.0, self.color[3]/255.0] |
| 96 | rl.SetShaderValue(self.shader, self.colorLoc, rl.ffi.new("struct Vector4 *",color), rl.SHADER_UNIFORM_VEC4) |
| 97 | |
| 98 | |
| 99 | |