Update to 5.5 version of eexample and fix to work in web
set GLSL_VERSION 100 set precision highp float; removed in keyword fix for loop has to use only constant
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@ -1,6 +1,6 @@
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#version 100
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#version 100
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precision mediump float;
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precision highp float;
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#define MAX_LIGHTS 4
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_DIRECTIONAL 0
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@ -17,12 +17,12 @@ struct Light {
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};
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};
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// Input vertex attributes (from vertex shader)
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// Input vertex attributes (from vertex shader)
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varying in vec3 fragPosition;
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varying vec3 fragPosition;
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varying in vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying in vec4 fragColor;
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varying vec4 fragColor;
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varying in vec3 fragNormal;
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varying vec3 fragNormal;
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varying in vec4 shadowPos;
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varying vec4 shadowPos;
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varying in mat3 TBN;
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varying mat3 TBN;
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// Input uniform values
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// Input uniform values
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@ -113,7 +113,7 @@ vec3 pbr(){
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vec3 baseRefl = mix(vec3(0.04),albedo.rgb,metallic);
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vec3 baseRefl = mix(vec3(0.04),albedo.rgb,metallic);
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vec3 Lo = vec3(0.0); // acumulate lighting lum
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vec3 Lo = vec3(0.0); // acumulate lighting lum
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for(int i=0;i<numOfLights;++i){
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for(int i=0;i<4;++i){
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vec3 L = normalize(lights[i].position - fragPosition); // calc light vector
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vec3 L = normalize(lights[i].position - fragPosition); // calc light vector
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vec3 H = normalize(V + L); // calc halfway bisecting vector
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vec3 H = normalize(V + L); // calc halfway bisecting vector
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@ -1,33 +1,77 @@
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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* raylib [core] example - Model Defuse Normal Shader (adapted for HTML5 platform)
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* raylib [shaders] example - Basic PBR
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*
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*
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* This example is prepared to compile for PLATFORM_WEB and PLATFORM_DESKTOP
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* Example originally created with raylib 5.0, last time updated with raylib 5.5-dev
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* As you will notice, code structure is slightly different to the other examples...
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* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning
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*
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*
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* This example has been created using raylib 5.0 (www.raylib.com)
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* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad)
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*
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* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
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* licensed under Creative Commons Attribution-NonCommercial
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* (http://creativecommons.org/licenses/by-nc/4.0/)
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*
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*
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* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad) 2015 Ramon Santamaria (@raysan5)
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* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).
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********************************************************************************************/
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********************************************************************************************/
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#include "raylib.h"
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#include "raylib.h"
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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#define RPBR_IMPLEMENTATION
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#include "rpbr.h"
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 120
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#define GLSL_VERSION 100
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#endif
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#endif
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#include <stdlib.h> // Required for: NULL
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#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Light type
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typedef enum {
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LIGHT_DIRECTIONAL = 0,
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LIGHT_POINT,
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LIGHT_SPOT
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} LightType;
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// Light data
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typedef struct {
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int type;
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int enabled;
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Vector3 position;
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Vector3 target;
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float color[4];
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float intensity;
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// Shader light parameters locations
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int typeLoc;
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int enabledLoc;
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int positionLoc;
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int targetLoc;
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int colorLoc;
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int intensityLoc;
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} Light;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static int lightCount = 0; // Current number of dynamic lights that have been created
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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// Create a light and get shader locations
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static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader);
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// Update light properties on shader
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// NOTE: Light shader locations should be available
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static void UpdateLight(Shader shader, Light light);
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Main Entry Point
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// Main Entry Point
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@ -50,59 +94,105 @@ int main()
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load PBR shader and setup all required locations
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
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shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(shader, "albedoMap");
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// WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture
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// They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience,
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// shader already takes care of it accordingly
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shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap");
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shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
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// WARNING: Similar to the MRA map, the emissive map packs different information
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// into a single texture: it stores height and emission data
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// It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader
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shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap");
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shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor");
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs",GLSL_VERSION),
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// Setup additional required shader locations, including lights data
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TextFormat("resources/shaders/glsl%i/pbr.fs",GLSL_VERSION));
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PBRModel model = PBRModelLoad("resources/models/old_car_new.glb");
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//if we use obj file formator if model doesn't have tangents we have to calculate MeshTangents
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//by using raylib function GenMeshTangents(mesh) for example: obj file doesn't support tangents
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//GenMeshTangents(&model.model.meshes[0]);
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PBRMaterial model_mat = (PBRMaterial){0};
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PBRMaterialSetup(&model_mat, shader, NULL); //environment = NULL for now
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PBRLoadTextures(&model_mat, PBR_TEXTURE_ALBEDO, "resources/old_car_d.png");
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PBRLoadTextures(&model_mat, PBR_TEXTURE_MRA, "resources/old_car_mra.png");
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PBRLoadTextures(&model_mat, PBR_TEXTURE_NORMAL, "resources/old_car_n.png");
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PBRLoadTextures(&model_mat, PBR_TEXTURE_EMISSIVE, "resources/old_car_e.png");
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PBRSetColor(&model_mat,PBR_COLOR_EMISSIVE, (Color){255,162,0,255});
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PBRSetVec2(&model_mat, PBR_VEC2_TILING,(Vector2){0.5,0.5});
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PBRSetMaterial(&model,&model_mat,0);
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PBRModel floor = PBRModelLoad("resources/models/plane.glb");
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PBRMaterial floor_mat = (PBRMaterial){0};
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PBRMaterialSetup(&floor_mat, shader, NULL);
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PBRLoadTextures(&floor_mat, PBR_TEXTURE_ALBEDO, "resources/road_a.png");
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PBRLoadTextures(&floor_mat, PBR_TEXTURE_MRA, "resources/road_mra.png");
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PBRLoadTextures(&floor_mat, PBR_TEXTURE_NORMAL, "resources/road_n.png");
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PBRSetVec2(&floor_mat, PBR_VEC2_TILING,(Vector2){0.5,0.5});
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PBRSetMaterial(&floor,&floor_mat,0);
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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int numOfLightsLoc = GetShaderLocation(shader, "numOfLights");
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int lightCountLoc = GetShaderLocation(shader, "numOfLights");
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int numOfLights = 4;
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int maxLightCount = MAX_LIGHTS;
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SetShaderValue(shader, numOfLightsLoc, &numOfLights, SHADER_UNIFORM_INT);
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SetShaderValue(shader, lightCountLoc, &maxLightCount, SHADER_UNIFORM_INT);
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Color ambCol = (Color){26,32,135,255};
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// Setup ambient color and intensity parameters
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float ambIntens = 0.02;
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float ambientIntensity = 0.02f;
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Color ambientColor = (Color){ 26, 32, 135, 255 };
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Vector3 ambientColorNormalized = (Vector3){ ambientColor.r/255.0f, ambientColor.g/255.0f, ambientColor.b/255.0f };
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SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), &ambientColorNormalized, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, SHADER_UNIFORM_FLOAT);
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int albedoLoc = GetShaderLocation(shader, "albedo");
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// Get location for shader parameters that can be modified in real time
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PBRSetAmbient(shader,ambCol,ambIntens);
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int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
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int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
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int textureTilingLoc = GetShaderLocation(shader, "tiling");
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// Create lights
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// Load old car model using PBR maps and shader
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PBRLight lights[MAX_LIGHTS] = { 0 };
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// WARNING: We know this model consists of a single model.meshes[0] and
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lights[0] = PBRLightCreate(LIGHT_POINT, (Vector3){ -1, 1, -2 }, (Vector3){0,0,0}, YELLOW,4, shader);
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// that model.materials[0] is by default assigned to that mesh
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lights[1] = PBRLightCreate(LIGHT_POINT, (Vector3){ 2, 1, 1 }, (Vector3){0,0,0}, GREEN,3.3, shader);
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// There could be more complex models consisting of multiple meshes and
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lights[2] = PBRLightCreate(LIGHT_POINT, (Vector3){ -2, 1, 1 }, (Vector3){0,0,0}, RED,8.3, shader);
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// multiple materials defined for those meshes... but always 1 mesh = 1 material
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lights[3] = PBRLightCreate(LIGHT_POINT, (Vector3){ 1, 1, -2 }, (Vector3){0,0,0}, BLUE,2, shader);
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Model car = LoadModel("resources/models/old_car_new.glb");
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SetShaderValueV(shader, GetShaderLocation(shader, "lights"), lights, SHADER_UNIFORM_FLOAT, numOfLights);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second-------------------------------------------------------------
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// Assign already setup PBR shader to model.materials[0], used by models.meshes[0]
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car.materials[0].shader = shader;
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// Setup materials[0].maps default parameters
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car.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
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car.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
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car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
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car.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
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car.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 };
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// Setup materials[0].maps default textures
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car.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png");
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car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png");
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car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png");
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car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png");
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// Load floor model mesh and assign material parameters
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// NOTE: A basic plane shape can be generated instead of being loaded from a model file
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Model floor = LoadModel("resources/models/plane.glb");
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//Mesh floorMesh = GenMeshPlane(10, 10, 10, 10);
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//GenMeshTangents(&floorMesh); // TODO: Review tangents generation
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//Model floor = LoadModelFromMesh(floorMesh);
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// Assign material shader for our floor model, same PBR shader
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floor.materials[0].shader = shader;
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floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
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floor.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
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floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
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floor.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
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floor.materials[0].maps[MATERIAL_MAP_EMISSION].color = BLACK;
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floor.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/road_a.png");
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floor.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/road_mra.png");
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floor.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/road_n.png");
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// Models texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED)
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// NOTE: Material.params[4] are available for generic parameters storage (float)
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Vector2 carTextureTiling = (Vector2){ 0.5f, 0.5f };
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Vector2 floorTextureTiling = (Vector2){ 0.5f, 0.5f };
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// Create some lights
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Light lights[MAX_LIGHTS] = { 0 };
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lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, YELLOW, 4.0f, shader);
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lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, GREEN, 3.3f, shader);
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lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, RED, 8.3f, shader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, BLUE, 2.0f, shader);
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// Setup material texture maps usage in shader
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// NOTE: By default, the texture maps are always used
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int usage = 1;
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SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &usage, SHADER_UNIFORM_INT);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//---------------------------------------------------------------------------------------
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int emissiveCnt = 0;
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// Main game loop
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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{
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@ -115,57 +205,130 @@ int main()
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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// Check key inputs to enable/disable lights
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// Check key inputs to enable/disable lights
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if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
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if (IsKeyPressed(KEY_ONE)) { lights[2].enabled = !lights[2].enabled; }
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if (IsKeyPressed(KEY_G)) { lights[1].enabled = !lights[1].enabled; }
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if (IsKeyPressed(KEY_TWO)) { lights[1].enabled = !lights[1].enabled; }
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if (IsKeyPressed(KEY_R)) { lights[2].enabled = !lights[2].enabled; }
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if (IsKeyPressed(KEY_THREE)) { lights[3].enabled = !lights[3].enabled; }
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if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
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if (IsKeyPressed(KEY_FOUR)) { lights[0].enabled = !lights[0].enabled; }
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// Update light values (actually, only enable/disable them)
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// Update light values on shader (actually, only enable/disable them)
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for (int i = 0; i < MAX_LIGHTS; i++) PBRLightUpdate(shader, lights[i]);
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for (int i = 0; i < MAX_LIGHTS; i++) UpdateLight(shader, lights[i]);
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emissiveCnt--;
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if(emissiveCnt<=0){
|
|
||||||
emissiveCnt = GetRandomValue(0,20);
|
|
||||||
PBRSetFloat(&model_mat,PBR_PARAM_EMISSIVE,(float)GetRandomValue(0,100)/100);
|
|
||||||
}
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(BLACK);
|
ClearBackground(BLACK);
|
||||||
|
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
|
|
||||||
PBRDrawModel(floor, (Vector3){0,0,0}, 5.0f);
|
// Set floor model texture tiling and emissive color parameters on shader
|
||||||
PBRDrawModel(model, (Vector3) {0, 0.0, 0}, 0.005);
|
SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2);
|
||||||
|
Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
|
||||||
|
SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, SHADER_UNIFORM_VEC4);
|
||||||
|
|
||||||
// Draw spheres to show where the lights are
|
DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model
|
||||||
for (int i = 0; i < MAX_LIGHTS; i++) {
|
|
||||||
Color col = (Color) {lights[i].color[0] * 255, lights[i].color[1] * 255, lights[i].color[2] * 255,
|
// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
|
||||||
lights[i].color[3] * 255};
|
SetShaderValue(shader, textureTilingLoc, &carTextureTiling, SHADER_UNIFORM_VEC2);
|
||||||
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, col);
|
Vector4 carEmissiveColor = ColorNormalize(car.materials[0].maps[MATERIAL_MAP_EMISSION].color);
|
||||||
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(col, 0.3f));
|
SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, SHADER_UNIFORM_VEC4);
|
||||||
|
float emissiveIntensity = 0.01f;
|
||||||
|
SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT);
|
||||||
|
|
||||||
|
DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.25f, WHITE); // Draw car model
|
||||||
|
|
||||||
|
// Draw spheres to show the lights positions
|
||||||
|
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||||
|
{
|
||||||
|
Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 };
|
||||||
|
|
||||||
|
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
|
||||||
|
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
|
||||||
}
|
}
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, GRAY);
|
DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
// Unbind (disconnect) shader from car.material[0]
|
||||||
|
// to avoid UnloadMaterial() trying to unload it automatically
|
||||||
|
car.materials[0].shader = (Shader){ 0 };
|
||||||
|
UnloadMaterial(car.materials[0]);
|
||||||
|
car.materials[0].maps = NULL;
|
||||||
|
UnloadModel(car);
|
||||||
|
|
||||||
|
floor.materials[0].shader = (Shader){ 0 };
|
||||||
|
UnloadMaterial(floor.materials[0]);
|
||||||
|
floor.materials[0].maps = NULL;
|
||||||
|
UnloadModel(floor);
|
||||||
|
|
||||||
UnloadModel(floor.model); // Unload model
|
|
||||||
UnloadModel(model.model); // Unload model
|
|
||||||
UnloadShader(shader); // Unload Shader
|
UnloadShader(shader); // Unload Shader
|
||||||
UnloadPBRMaterial(floor_mat); // Unload PBRMaterial
|
|
||||||
UnloadPBRMaterial(model_mat); // Unload PBRMaterial
|
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create light with provided data
|
||||||
|
// NOTE: It updated the global lightCount and it's limited to MAX_LIGHTS
|
||||||
|
static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader)
|
||||||
|
{
|
||||||
|
Light light = { 0 };
|
||||||
|
|
||||||
|
if (lightCount < MAX_LIGHTS)
|
||||||
|
{
|
||||||
|
light.enabled = 1;
|
||||||
|
light.type = type;
|
||||||
|
light.position = position;
|
||||||
|
light.target = target;
|
||||||
|
light.color[0] = (float)color.r/255.0f;
|
||||||
|
light.color[1] = (float)color.g/255.0f;
|
||||||
|
light.color[2] = (float)color.b/255.0f;
|
||||||
|
light.color[3] = (float)color.a/255.0f;
|
||||||
|
light.intensity = intensity;
|
||||||
|
|
||||||
|
// NOTE: Shader parameters names for lights must match the requested ones
|
||||||
|
light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount));
|
||||||
|
light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount));
|
||||||
|
light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightCount));
|
||||||
|
light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount));
|
||||||
|
light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount));
|
||||||
|
light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount));
|
||||||
|
|
||||||
|
UpdateLight(shader, light);
|
||||||
|
|
||||||
|
lightCount++;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
return light;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Send light properties to shader
|
||||||
|
// NOTE: Light shader locations should be available
|
||||||
|
static void UpdateLight(Shader shader, Light light)
|
||||||
|
{
|
||||||
|
SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
|
||||||
|
SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
|
||||||
|
|
||||||
|
// Send to shader light position values
|
||||||
|
float position[3] = { light.position.x, light.position.y, light.position.z };
|
||||||
|
SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
|
||||||
|
|
||||||
|
// Send to shader light target position values
|
||||||
|
float target[3] = { light.target.x, light.target.y, light.target.z };
|
||||||
|
SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
|
||||||
|
SetShaderValue(shader, light.colorLoc, light.color, SHADER_UNIFORM_VEC4);
|
||||||
|
SetShaderValue(shader, light.intensityLoc, &light.intensity, SHADER_UNIFORM_FLOAT);
|
||||||
|
}
|
||||||
Loading…
Reference in New Issue
Block a user