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@ -1,33 +1,77 @@ |
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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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* This example is prepared to compile for PLATFORM_WEB and PLATFORM_DESKTOP |
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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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* Example originally created with raylib 5.0, last time updated with raylib 5.5-dev |
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* |
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* This example has been created using raylib 5.0 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5) |
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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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* 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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#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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#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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#define GLSL_VERSION 120 |
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#define GLSL_VERSION 100 |
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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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// 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.projection = CAMERA_PERSPECTIVE; // Camera projection type |
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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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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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// 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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// Setup additional required shader locations, including lights data |
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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 numOfLights = 4; |
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SetShaderValue(shader, numOfLightsLoc, &numOfLights, SHADER_UNIFORM_INT); |
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Color ambCol = (Color){26,32,135,255}; |
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float ambIntens = 0.02; |
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int albedoLoc = GetShaderLocation(shader, "albedo"); |
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PBRSetAmbient(shader,ambCol,ambIntens); |
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// Create lights |
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PBRLight lights[MAX_LIGHTS] = { 0 }; |
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lights[0] = PBRLightCreate(LIGHT_POINT, (Vector3){ -1, 1, -2 }, (Vector3){0,0,0}, YELLOW,4, shader); |
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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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lights[2] = PBRLightCreate(LIGHT_POINT, (Vector3){ -2, 1, 1 }, (Vector3){0,0,0}, RED,8.3, shader); |
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lights[3] = PBRLightCreate(LIGHT_POINT, (Vector3){ 1, 1, -2 }, (Vector3){0,0,0}, BLUE,2, shader); |
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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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int lightCountLoc = GetShaderLocation(shader, "numOfLights"); |
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int maxLightCount = MAX_LIGHTS; |
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SetShaderValue(shader, lightCountLoc, &maxLightCount, SHADER_UNIFORM_INT); |
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// Setup ambient color and intensity parameters |
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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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// Get location for shader parameters that can be modified in real time |
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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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// Load old car model using PBR maps and shader |
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// WARNING: We know this model consists of a single model.meshes[0] and |
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// that model.materials[0] is by default assigned to that mesh |
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// There could be more complex models consisting of multiple meshes and |
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// multiple materials defined for those meshes... but always 1 mesh = 1 material |
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Model car = LoadModel("resources/models/old_car_new.glb"); |
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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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while (!WindowShouldClose()) // Detect window close button or ESC key |
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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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// 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_G)) { 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_B)) { lights[3].enabled = !lights[3].enabled; } |
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// Update light values (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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emissiveCnt--; |
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if(emissiveCnt<=0){ |
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emissiveCnt = GetRandomValue(0,20); |
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PBRSetFloat(&model_mat,PBR_PARAM_EMISSIVE,(float)GetRandomValue(0,100)/100); |
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} |
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if (IsKeyPressed(KEY_ONE)) { lights[2].enabled = !lights[2].enabled; } |
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if (IsKeyPressed(KEY_TWO)) { lights[1].enabled = !lights[1].enabled; } |
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if (IsKeyPressed(KEY_THREE)) { 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 on shader (actually, only enable/disable them) |
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for (int i = 0; i < MAX_LIGHTS; i++) UpdateLight(shader, lights[i]); |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(BLACK); |
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BeginMode3D(camera); |
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PBRDrawModel(floor, (Vector3){0,0,0}, 5.0f); |
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PBRDrawModel(model, (Vector3) {0, 0.0, 0}, 0.005); |
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// Draw spheres to show where the lights are |
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for (int i = 0; i < MAX_LIGHTS; i++) { |
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Color col = (Color) {lights[i].color[0] * 255, lights[i].color[1] * 255, lights[i].color[2] * 255, |
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lights[i].color[3] * 255}; |
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if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, col); |
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else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(col, 0.3f)); |
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// Set floor model texture tiling and emissive color parameters on shader |
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SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2); |
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Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color); |
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SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, SHADER_UNIFORM_VEC4); |
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DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model |
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// Set old car model texture tiling, emissive color and emissive intensity parameters on shader |
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SetShaderValue(shader, textureTilingLoc, &carTextureTiling, SHADER_UNIFORM_VEC2); |
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Vector4 carEmissiveColor = ColorNormalize(car.materials[0].maps[MATERIAL_MAP_EMISSION].color); |
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SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, SHADER_UNIFORM_VEC4); |
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float emissiveIntensity = 0.01f; |
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SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT); |
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DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.25f, WHITE); // Draw car model |
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// Draw spheres to show the lights positions |
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for (int i = 0; i < MAX_LIGHTS; i++) |
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{ |
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Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 }; |
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if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor); |
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else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f)); |
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} |
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EndMode3D(); |
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DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY); |
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DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, GRAY); |
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DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY); |
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DrawFPS(10, 10); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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//-------------------------------------------------------------------------------------- |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadModel(floor.model); // Unload model |
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UnloadModel(model.model); // Unload model |
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UnloadShader(shader); // Unload Shader |
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UnloadPBRMaterial(floor_mat); // Unload PBRMaterial |
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UnloadPBRMaterial(model_mat); // Unload PBRMaterial |
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// Unbind (disconnect) shader from car.material[0] |
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|
// to avoid UnloadMaterial() trying to unload it automatically |
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|
car.materials[0].shader = (Shader){ 0 }; |
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UnloadMaterial(car.materials[0]); |
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|
car.materials[0].maps = NULL; |
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UnloadModel(car); |
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floor.materials[0].shader = (Shader){ 0 }; |
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UnloadMaterial(floor.materials[0]); |
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|
floor.materials[0].maps = NULL; |
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UnloadModel(floor); |
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UnloadShader(shader); // Unload Shader |
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CloseWindow(); // Close window and OpenGL context |
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|
//-------------------------------------------------------------------------------------- |
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|
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|
return 0; |
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|
|
} |
|
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|
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|
// 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); |
|
|
|
} |