Added mesh generation functions
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847e7d56f0
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404
src/models.c
404
src/models.c
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@ -76,9 +76,6 @@ static Mesh LoadOBJ(const char *fileName); // Load OBJ mesh data
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static Material LoadMTL(const char *fileName); // Load MTL material data
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#endif
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static Mesh GenMeshHeightmap(Image image, Vector3 size);
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static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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@ -599,6 +596,20 @@ Model LoadModel(const char *fileName)
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return model;
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}
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// Load model from generated mesh
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Model LoadModelFromMesh(Mesh mesh, bool dynamic)
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{
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Model model = { 0 };
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rlLoadMesh(&mesh, dynamic);
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model.mesh = mesh;
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model.transform = MatrixIdentity();
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model.material = LoadMaterialDefault();
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return model;
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}
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// Unload model from memory (RAM and/or VRAM)
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void UnloadModel(Model model)
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{
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@ -627,204 +638,72 @@ Mesh LoadMesh(const char *fileName)
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return mesh;
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}
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// Load mesh from vertex data
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// NOTE: All vertex data arrays must be same size: vertexCount
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/*
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Mesh LoadMeshEx(int vertexCount, float *vData, float *vtData, float *vnData, Color *cData)
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{
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Mesh mesh = { 0 };
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mesh.vertexCount = vertexCount;
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mesh.triangleCount = vertexCount/3;
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mesh.vertices = vData;
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mesh.texcoords = vtData;
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mesh.texcoords2 = NULL;
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mesh.normals = vnData;
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mesh.tangents = NULL;
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mesh.colors = (unsigned char *)cData;
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mesh.indices = NULL;
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rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
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return mesh;
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}
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*/
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// Load heightmap model from image data
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// NOTE: model map size is defined in generic units
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Mesh LoadMeshHeightmap(Image heightmap, Vector3 size)
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{
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Mesh mesh = GenMeshHeightmap(heightmap, size);
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rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static model)
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return mesh;
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}
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// Load cubes-based map model from image data
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Mesh LoadMeshCubicmap(Image cubicmap)
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{
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Mesh mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0f, 1.5f, 1.0f });
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rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static model)
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return mesh;
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}
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// Unload mesh from memory (RAM and/or VRAM)
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void UnloadMesh(Mesh *mesh)
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{
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rlUnloadMesh(mesh);
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}
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// Load material data (from file)
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Material LoadMaterial(const char *fileName)
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// Generated cuboid mesh
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Mesh GenMeshCube(float width, float height, float length)
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{
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Material material = { 0 };
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Mesh mesh = { 0 };
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#if defined(SUPPORT_FILEFORMAT_MTL)
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if (IsFileExtension(fileName, ".mtl")) material = LoadMTL(fileName);
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#else
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TraceLog(WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName);
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#endif
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float vertices[] = {
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
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};
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return material;
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mesh.vertices = (float *)malloc(36*3*sizeof(float));
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memcpy(mesh.vertices, vertices, 36*3*sizeof(float));
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mesh.texcoords = (float *)malloc(36*2*sizeof(float));
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memcpy(mesh.texcoords, &vertices[36*3], 36*2*sizeof(float));
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mesh.normals = (float *)malloc(8*sizeof(float));
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memcpy(mesh.normals, &vertices[36*3 + 36*2], 36*3*sizeof(float));
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mesh.vertexCount = 36;
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return mesh;
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}
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// Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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Material LoadMaterialDefault(void)
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{
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Material material = { 0 };
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material.shader = GetShaderDefault();
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material.maps[TEXMAP_DIFFUSE].tex = GetTextureDefault(); // White texture (1x1 pixel)
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//material.maps[TEXMAP_NORMAL].tex; // NOTE: By default, not set
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//material.maps[TEXMAP_SPECULAR].tex; // NOTE: By default, not set
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material.maps[TEXMAP_DIFFUSE].color = WHITE; // Diffuse color
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//material.colAmbient = WHITE; // Ambient color
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material.maps[TEXMAP_SPECULAR].color = WHITE; // Specular color
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//material.glossiness = 100.0f; // Glossiness level
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//material.params[PARAM_GLOSSINES] = 100.0f; // Glossiness level
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return material;
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}
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// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
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Material LoadMaterialPBR(Texture2D hdr, Color albedo, int metalness, int roughness)
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{
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Material mat = { 0 };
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#define PATH_PBR_VS "resources/shaders/pbr.vs" // Path to physically based rendering vertex shader
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#define PATH_PBR_FS "resources/shaders/pbr.fs" // Path to physically based rendering fragment shader
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mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS);
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// Set up environment shader texture units
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "irradianceMap"), (int[1]){ 0 }, 1); // GL_TEXTURE0
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "prefilterMap"), (int[1]){ 1 }, 1); // GL_TEXTURE1
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "brdfLUT"), (int[1]){ 2 }, 1); // GL_TEXTURE2
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// Set up PBR shader material texture units
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.sampler"), (int[1]){ 3 }, 1); // GL_TEXTURE3
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.sampler"), (int[1]){ 4 }, 1); // GL_TEXTURE4
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.sampler"), (int[1]){ 5 }, 1); // GL_TEXTURE5
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.sampler"), (int[1]){ 6 }, 1); // GL_TEXTURE6
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.sampler"), (int[1]){ 7 }, 1); // GL_TEXTURE7
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "emission.sampler"), (int[1]){ 8 }, 1); // GL_TEXTURE8
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "height.sampler"), (int[1]){ 9 }, 1); // GL_TEXTURE9
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mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "viewPos");
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// Set up material properties color
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mat.maps[TEXMAP_ALBEDO].color = albedo;
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mat.maps[TEXMAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
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mat.maps[TEXMAP_METALNESS].value = metalness;
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mat.maps[TEXMAP_ROUGHNESS].value = roughness;
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mat.maps[TEXMAP_OCCLUSION].value = 1.0f;
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mat.maps[TEXMAP_EMISSION].value = 0.0f;
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mat.maps[TEXMAP_HEIGHT].value = 0.0f;
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#define CUBEMAP_SIZE 1024 // Cubemap texture size
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#define IRRADIANCE_SIZE 32 // Irradiance map from cubemap texture size
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#define PREFILTERED_SIZE 256 // Prefiltered HDR environment map texture size
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#define BRDF_SIZE 512 // BRDF LUT texture map size
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// Set up environment materials cubemap
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mat.maps[TEXMAP_CUBEMAP].tex = rlGenMapCubemap(hdr, CUBEMAP_SIZE);
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mat.maps[TEXMAP_IRRADIANCE].tex = rlGenMapIrradiance(mat.maps[TEXMAP_CUBEMAP].tex, IRRADIANCE_SIZE);
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mat.maps[TEXMAP_PREFILTER].tex = rlGenMapPrefilter(mat.maps[TEXMAP_CUBEMAP].tex, PREFILTERED_SIZE);
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mat.maps[TEXMAP_BRDF].tex = rlGenMapBRDF(mat.maps[TEXMAP_CUBEMAP].tex, BRDF_SIZE);
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// NOTE: All maps textures are set to { 0 }
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// Reset viewport dimensions to default
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rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
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return mat;
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}
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// Load environment material: cubemap, irradiance, prefilter and BRDF maps
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// NOTE: Irradiance, prefilter and brdf textures are generated from HDR cubemap texture
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Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSize, int prefilterSize, int brdfSize)
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{
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Material env = { 0 };
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#define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
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#define PATH_SKYBOX_FS "resources/shaders/skybox.fs" // Path to skybox vertex shader
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#define LOC_CUSTOM_SKYRESOLUTION 15
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env.shader = LoadShader(PATH_SKYBOX_VS, PATH_SKYBOX_FS);
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// Get skybox shader locations
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int skyProjectionLoc = GetShaderLocation(env.shader, "projection");
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env.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(env.shader, "view");
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env.shader.locs[LOC_CUSTOM_SKYRESOLUTION] = GetShaderLocation(env.shader, "resolution");
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// Set up shaders constant values
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SetShaderValuei(env.shader, GetShaderLocation(env.shader, "cubeMap"), (int[1]){ 0 }, 1);
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// Then before rendering, configure the viewport to the actual screen dimensions
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Matrix defaultProjection = MatrixPerspective(60.0, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
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MatrixTranspose(&defaultProjection);
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SetShaderValueMatrix(env.shader, skyProjectionLoc, defaultProjection);
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return env;
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}
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// Unload material from memory
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void UnloadMaterial(Material material)
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{
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// Unload material shader
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UnloadShader(material.shader);
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// Unload loaded texture maps
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for (int i = 0; i < MAX_MATERIAL_TEXTURE_MAPS; i++)
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{
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// NOTE: We already check for (tex.id > 0) inside function
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rlDeleteTextures(material.maps[i].tex.id);
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}
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}
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// Set material texture
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void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture)
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{
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mat->maps[texmapType].tex = texture;
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}
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// Unset texture from material and unload it from GPU
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void UnsetMaterialTexture(Material *mat, int texmapType)
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{
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UnloadTexture(mat->maps[texmapType].tex);
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mat->maps[texmapType].tex = (Texture2D){ 0 };
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}
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// Generate a mesh from heightmap
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static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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{
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#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)
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@ -929,7 +808,7 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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return mesh;
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}
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static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
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Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
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{
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Mesh mesh = { 0 };
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@ -1283,6 +1162,151 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
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return mesh;
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}
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// Load material data (from file)
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Material LoadMaterial(const char *fileName)
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{
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Material material = { 0 };
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#if defined(SUPPORT_FILEFORMAT_MTL)
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if (IsFileExtension(fileName, ".mtl")) material = LoadMTL(fileName);
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#else
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TraceLog(WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName);
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#endif
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return material;
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}
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// Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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Material LoadMaterialDefault(void)
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{
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Material material = { 0 };
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material.shader = GetShaderDefault();
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material.maps[TEXMAP_DIFFUSE].tex = GetTextureDefault(); // White texture (1x1 pixel)
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//material.maps[TEXMAP_NORMAL].tex; // NOTE: By default, not set
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//material.maps[TEXMAP_SPECULAR].tex; // NOTE: By default, not set
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material.maps[TEXMAP_DIFFUSE].color = WHITE; // Diffuse color
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//material.colAmbient = WHITE; // Ambient color
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material.maps[TEXMAP_SPECULAR].color = WHITE; // Specular color
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//material.glossiness = 100.0f; // Glossiness level
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//material.params[PARAM_GLOSSINES] = 100.0f; // Glossiness level
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return material;
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}
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// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
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Material LoadMaterialPBR(Texture2D hdr, Color albedo, float metalness, float roughness)
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{
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Material mat = { 0 };
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#define PATH_PBR_VS "resources/shaders/pbr.vs" // Path to physically based rendering vertex shader
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#define PATH_PBR_FS "resources/shaders/pbr.fs" // Path to physically based rendering fragment shader
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mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS);
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// Set up environment shader texture units
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "irradianceMap"), (int[1]){ 0 }, 1); // GL_TEXTURE0
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "prefilterMap"), (int[1]){ 1 }, 1); // GL_TEXTURE1
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "brdfLUT"), (int[1]){ 2 }, 1); // GL_TEXTURE2
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// Set up PBR shader material texture units
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.sampler"), (int[1]){ 3 }, 1); // GL_TEXTURE3
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.sampler"), (int[1]){ 4 }, 1); // GL_TEXTURE4
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.sampler"), (int[1]){ 5 }, 1); // GL_TEXTURE5
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.sampler"), (int[1]){ 6 }, 1); // GL_TEXTURE6
|
||||
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.sampler"), (int[1]){ 7 }, 1); // GL_TEXTURE7
|
||||
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "emission.sampler"), (int[1]){ 8 }, 1); // GL_TEXTURE8
|
||||
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "height.sampler"), (int[1]){ 9 }, 1); // GL_TEXTURE9
|
||||
|
||||
mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "viewPos");
|
||||
|
||||
// Set up material properties color
|
||||
mat.maps[TEXMAP_ALBEDO].color = albedo;
|
||||
mat.maps[TEXMAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
|
||||
mat.maps[TEXMAP_METALNESS].value = metalness;
|
||||
mat.maps[TEXMAP_ROUGHNESS].value = roughness;
|
||||
mat.maps[TEXMAP_OCCLUSION].value = 1.0f;
|
||||
mat.maps[TEXMAP_EMISSION].value = 0.0f;
|
||||
mat.maps[TEXMAP_HEIGHT].value = 0.0f;
|
||||
|
||||
#define CUBEMAP_SIZE 1024 // Cubemap texture size
|
||||
#define IRRADIANCE_SIZE 32 // Irradiance map from cubemap texture size
|
||||
#define PREFILTERED_SIZE 256 // Prefiltered HDR environment map texture size
|
||||
#define BRDF_SIZE 512 // BRDF LUT texture map size
|
||||
|
||||
// Set up environment materials cubemap
|
||||
mat.maps[TEXMAP_CUBEMAP].tex = rlGenMapCubemap(hdr, CUBEMAP_SIZE);
|
||||
//mat.maps[TEXMAP_IRRADIANCE].tex = rlGenMapIrradiance(mat.maps[TEXMAP_CUBEMAP].tex, IRRADIANCE_SIZE);
|
||||
//mat.maps[TEXMAP_PREFILTER].tex = rlGenMapPrefilter(mat.maps[TEXMAP_CUBEMAP].tex, PREFILTERED_SIZE);
|
||||
mat.maps[TEXMAP_BRDF].tex = rlGenMapBRDF(mat.maps[TEXMAP_CUBEMAP].tex, BRDF_SIZE);
|
||||
|
||||
// NOTE: All maps textures are set to { 0 }
|
||||
|
||||
// Reset viewport dimensions to default
|
||||
rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
|
||||
|
||||
return mat;
|
||||
}
|
||||
|
||||
// Load environment material: cubemap, irradiance, prefilter and BRDF maps
|
||||
// NOTE: Irradiance, prefilter and brdf textures are generated from HDR cubemap texture
|
||||
Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSize, int prefilterSize, int brdfSize)
|
||||
{
|
||||
Material env = { 0 };
|
||||
|
||||
#define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
|
||||
#define PATH_SKYBOX_FS "resources/shaders/skybox.fs" // Path to skybox vertex shader
|
||||
|
||||
#define LOC_CUSTOM_SKYRESOLUTION 15
|
||||
|
||||
env.shader = LoadShader(PATH_SKYBOX_VS, PATH_SKYBOX_FS);
|
||||
|
||||
// Get skybox shader locations
|
||||
int skyProjectionLoc = GetShaderLocation(env.shader, "projection");
|
||||
env.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(env.shader, "view");
|
||||
env.shader.locs[LOC_CUSTOM_SKYRESOLUTION] = GetShaderLocation(env.shader, "resolution");
|
||||
|
||||
// Set up shaders constant values
|
||||
SetShaderValuei(env.shader, GetShaderLocation(env.shader, "cubeMap"), (int[1]){ 0 }, 1);
|
||||
|
||||
// Then before rendering, configure the viewport to the actual screen dimensions
|
||||
Matrix defaultProjection = MatrixPerspective(60.0, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
|
||||
MatrixTranspose(&defaultProjection);
|
||||
|
||||
SetShaderValueMatrix(env.shader, skyProjectionLoc, defaultProjection);
|
||||
|
||||
return env;
|
||||
}
|
||||
|
||||
// Unload material from memory
|
||||
void UnloadMaterial(Material material)
|
||||
{
|
||||
// Unload material shader
|
||||
UnloadShader(material.shader);
|
||||
|
||||
// Unload loaded texture maps
|
||||
for (int i = 0; i < MAX_MATERIAL_TEXTURE_MAPS; i++)
|
||||
{
|
||||
// NOTE: We already check for (tex.id > 0) inside function
|
||||
rlDeleteTextures(material.maps[i].tex.id);
|
||||
}
|
||||
}
|
||||
|
||||
// Set material texture
|
||||
void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture)
|
||||
{
|
||||
mat->maps[texmapType].tex = texture;
|
||||
}
|
||||
|
||||
// Unset texture from material and unload it from GPU
|
||||
void UnsetMaterialTexture(Material *mat, int texmapType)
|
||||
{
|
||||
UnloadTexture(mat->maps[texmapType].tex);
|
||||
mat->maps[texmapType].tex = (Texture2D){ 0 };
|
||||
}
|
||||
|
||||
// Draw a model (with texture if set)
|
||||
void DrawModel(Model model, Vector3 position, float scale, Color tint)
|
||||
{
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user