|
|
@ -22,8 +22,8 @@ int main() |
|
|
|
{ |
|
|
|
// Initialization |
|
|
|
//-------------------------------------------------------------------------------------- |
|
|
|
int screenWidth = 800; |
|
|
|
int screenHeight = 450; |
|
|
|
int screenWidth = 1280; |
|
|
|
int screenHeight = 720; |
|
|
|
|
|
|
|
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) |
|
|
|
|
|
|
@ -36,13 +36,18 @@ int main() |
|
|
|
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model |
|
|
|
|
|
|
|
Material material = LoadStandardMaterial(); |
|
|
|
|
|
|
|
material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture |
|
|
|
material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture |
|
|
|
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture |
|
|
|
material.colDiffuse = (Color){255, 255, 255, 255}; |
|
|
|
material.colAmbient = (Color){0, 0, 10, 255}; |
|
|
|
material.colSpecular = (Color){255, 255, 255, 255}; |
|
|
|
material.glossiness = 50.0f; |
|
|
|
|
|
|
|
dwarf.material = material; // Apply material to model |
|
|
|
|
|
|
|
Model dwarf2 = LoadModel("resources/model/dwarf.obj"); // Load OBJ model |
|
|
|
|
|
|
|
Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255}); |
|
|
|
spotLight->target = (Vector3){0.0f, 0.0f, 0.0f}; |
|
|
@ -58,12 +63,14 @@ int main() |
|
|
|
Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255}); |
|
|
|
pointLight->intensity = 2.0f; |
|
|
|
pointLight->diffuse = (Color){100, 100, 255, 255}; |
|
|
|
pointLight->attenuation = 3.0f; |
|
|
|
pointLight->radius = 3.0f; |
|
|
|
|
|
|
|
// Setup orbital camera |
|
|
|
SetCameraMode(CAMERA_ORBITAL); // Set a orbital camera mode |
|
|
|
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode |
|
|
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position |
|
|
|
SetCameraTarget(camera.target); // Set internal camera target to match our camera target |
|
|
|
|
|
|
|
float framesCounter = 0; // Define frames counter to update model rotation |
|
|
|
|
|
|
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
|
|
|
//-------------------------------------------------------------------------------------- |
|
|
@ -74,6 +81,8 @@ int main() |
|
|
|
// Update |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
UpdateCamera(&camera); // Update internal camera and our camera |
|
|
|
|
|
|
|
framesCounter += 0.5f; |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
// Draw |
|
|
@ -83,8 +92,8 @@ int main() |
|
|
|
ClearBackground(RAYWHITE); |
|
|
|
|
|
|
|
Begin3dMode(camera); |
|
|
|
|
|
|
|
DrawModel(dwarf, position, 2.0f, n">WHITE); // Draw 3d model with texture |
|
|
|
|
|
|
|
DrawModelEx(dwarf, position, p">(Vector3){ 0.0f, 1.0f, 0.0f }, framesCounter, (Vector3){ 2.0f, mf">2.0f, 2.0f}, RED); // Draw 3d model with texture |
|
|
|
|
|
|
|
DrawLights(); // Draw all created lights in 3D world |
|
|
|
|
|
|
@ -94,8 +103,6 @@ int main() |
|
|
|
|
|
|
|
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY); |
|
|
|
|
|
|
|
DrawFPS(10, 10); |
|
|
|
|
|
|
|
EndDrawing(); |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
} |
|
|
|