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Added normal and specular maps logic to standard...

...shader and updated example.
pull/122/head
victorfisac 8 年之前
父節點
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共有 1 個檔案被更改,包括 15 行新增8 行删除
  1. +15
    -8
      examples/shaders_standard_lighting.c

+ 15
- 8
examples/shaders_standard_lighting.c 查看文件

@ -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();
//----------------------------------------------------------------------------------
}

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