Changed size of textures and file name changed
Changed size of textures from 2048x2048 to 1024x1024 and file name changed to shaders_basic_pbr.c , Added the function PBRModel PBRModelLoadFromMesh(Mesh mesh); but GenMeshPlane(2, 2.0, 3, 3) culdn't be used because it crash once GenMeshTangents() is used with that plane mesh
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Before Width: | Height: | Size: 3.9 MiB After Width: | Height: | Size: 1.6 MiB |
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Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 1.7 KiB |
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Before Width: | Height: | Size: 1.9 MiB After Width: | Height: | Size: 1.1 MiB |
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Before Width: | Height: | Size: 2.8 MiB After Width: | Height: | Size: 1.2 MiB |
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Before Width: | Height: | Size: 2.2 MiB After Width: | Height: | Size: 623 KiB |
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Before Width: | Height: | Size: 2.1 MiB After Width: | Height: | Size: 657 KiB |
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Before Width: | Height: | Size: 2.4 MiB After Width: | Height: | Size: 645 KiB |
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@ -173,8 +173,10 @@ void PBRLightUpdate(Shader shader, PBRLight light);
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void PBRSetAmbient(Shader shader, Color color, float intensity);
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void PBRSetAmbient(Shader shader, Color color, float intensity);
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PBRModel PBRModelLoad(const char *fileName);
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PBRModel PBRModelLoad(const char *fileName);
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PBRModel PBRModelLoadFromMesh(Mesh mesh);
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void PBRLoadTextures(PBRMaterial *pbrMat,PBRTexType pbrTexType,const char *fileName);
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void PBRLoadTextures(PBRMaterial *pbrMat,PBRTexType pbrTexType,const char *fileName);
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void UnloadPBRMaterial(PBRMaterial pbrMat)
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void UnloadPBRMaterial(PBRMaterial pbrMat);
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void PBRSetColor(PBRMaterial *pbrMat,PBRColorType pbrColorType,Color color);
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void PBRSetColor(PBRMaterial *pbrMat,PBRColorType pbrColorType,Color color);
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void PBRSetVec2(PBRMaterial *pbrMat,PBRVec2Type type,Vector2 value);
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void PBRSetVec2(PBRMaterial *pbrMat,PBRVec2Type type,Vector2 value);
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void PBRSetFloat(PBRMaterial *pbrMat, PBRFloatType pbrParamType, float value);
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void PBRSetFloat(PBRMaterial *pbrMat, PBRFloatType pbrParamType, float value);
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@ -312,7 +314,6 @@ void PBRMaterialSetup(PBRMaterial *pbrMat, Shader pbrShader, PBREnvironment* env
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SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,pbrMat->texOffset,SHADER_UNIFORM_VEC2);
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SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,pbrMat->texOffset,SHADER_UNIFORM_VEC2);
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}
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}
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void PBRLoadTextures(PBRMaterial *pbrMat,PBRTexType pbrTexType,const char *fileName){
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void PBRLoadTextures(PBRMaterial *pbrMat,PBRTexType pbrTexType,const char *fileName){
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if(pbrMat == NULL) return;
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if(pbrMat == NULL) return;
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switch(pbrTexType){
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switch(pbrTexType){
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@ -457,4 +458,9 @@ PBRModel PBRModelLoad(const char *fileName){
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return pbrModel;
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return pbrModel;
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}
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}
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PBRModel PBRModelLoadFromMesh(Mesh mesh){
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PBRModel pbrModel = (PBRModel){0};
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pbrModel.model = LoadModelFromMesh(mesh);
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return pbrModel;
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}
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#endif // RPBR_IMPLEMENTATION
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#endif // RPBR_IMPLEMENTATION
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@ -72,6 +72,7 @@ int main()
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PBRSetMaterial(&model,&model_mat,0);
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PBRSetMaterial(&model,&model_mat,0);
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PBRModel floor = PBRModelLoad("resources/models/plane.glb");
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PBRModel floor = PBRModelLoad("resources/models/plane.glb");
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PBRMaterial floor_mat = (PBRMaterial){0};
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PBRMaterial floor_mat = (PBRMaterial){0};
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PBRMaterialSetup(&floor_mat, shader, NULL);
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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_ALBEDO, "resources/road_a.png");
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