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@ -17,7 +17,6 @@ |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include "raymath.h" |
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int main() |
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{ |
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@ -35,27 +34,27 @@ int main() |
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position |
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model |
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Texture2D texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture |
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Material material = LoadStandardMaterial(); |
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material.texDiffuse = texDiffuse; |
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material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture |
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material.colDiffuse = (Color){255, 255, 255, 255}; |
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material.colAmbient = (Color){0, 0, 10, 255}; |
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material.colSpecular = (Color){255, 255, 255, 255}; |
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material.glossiness = 50.0f; |
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dwarf.material = material; // Apply material to model |
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dwarf.material = material; // Apply material to model |
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Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255}); |
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spotLight->target = (Vector3){0.0f, 0.0f, 0.0f}; |
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spotLight->intensity = 2.0f; |
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spotLight->diffuse = (Color){255, 100, 100, 255}; |
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spotLight->coneAngle = 60.0f; |
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Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255}); |
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dirLight->target = (Vector3){1.0f, -2.0f, -2.0f}; |
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dirLight->intensity = 2.0f; |
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dirLight->diffuse = (Color){100, 255, 100, 255}; |
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Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255}); |
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pointLight->intensity = 2.0f; |
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pointLight->diffuse = (Color){100, 100, 255, 255}; |
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