|
|
@ -1,35 +1,43 @@ |
|
|
|
/******************************************************************************************* |
|
|
|
* |
|
|
|
* raylib [core] example - Model Defuse Normal Shader (adapted for HTML5 platform) |
|
|
|
* raylib [shaders] example - Basic PBR |
|
|
|
* |
|
|
|
* This example is prepared to compile for PLATFORM_WEB and PLATFORM_DESKTOP |
|
|
|
* As you will notice, code structure is slightly different to the other examples... |
|
|
|
* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning |
|
|
|
* Example originally created with raylib 5.0, last time updated with raylib 5.1-dev |
|
|
|
* |
|
|
|
* This example has been created using raylib 5.0 (www.raylib.com) |
|
|
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
|
|
|
* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5) |
|
|
|
* |
|
|
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, |
|
|
|
* BSD-like license that allows static linking with closed source software |
|
|
|
* |
|
|
|
* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad) |
|
|
|
* |
|
|
|
* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox, |
|
|
|
* licensed under Creative Commons Attribution-NonCommercial |
|
|
|
* (http://creativecommons.org/licenses/by-nc/4.0/) |
|
|
|
* |
|
|
|
* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad) 2015 Ramon Santamaria (@raysan5) |
|
|
|
* 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/). |
|
|
|
********************************************************************************************/ |
|
|
|
|
|
|
|
#include "raylib.h" |
|
|
|
|
|
|
|
#if defined(PLATFORM_WEB) |
|
|
|
#include <emscripten/emscripten.h> |
|
|
|
#include <emscripten/emscripten.h> |
|
|
|
#endif |
|
|
|
|
|
|
|
#if defined(PLATFORM_DESKTOP) |
|
|
|
#define GLSL_VERSION 330 |
|
|
|
#define GLSL_VERSION 330 |
|
|
|
#else // PLATFORM_ANDROID, PLATFORM_WEB |
|
|
|
#define GLSL_VERSION 120 |
|
|
|
#define GLSL_VERSION 120 |
|
|
|
#endif |
|
|
|
|
|
|
|
#include <stdlib.h> // Required for: NULL |
|
|
|
|
|
|
|
#define MAX_LIGHTS 4 // Max dynamic lights supported by shader |
|
|
|
int lightsCount; // Current number of dynamic lights that have been created |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Types and Structures Definition |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
// Light data |
|
|
|
typedef struct { |
|
|
|
int enabled; |
|
|
|
int type; |
|
|
@ -44,20 +52,29 @@ typedef struct { |
|
|
|
int targetLoc; |
|
|
|
int colorLoc; |
|
|
|
int intensityLoc; |
|
|
|
} PBRLight; |
|
|
|
} Light; |
|
|
|
|
|
|
|
// Light type |
|
|
|
typedef enum { |
|
|
|
LIGHT_DIRECTIONAL = 0, |
|
|
|
LIGHT_POINT, |
|
|
|
LIGHT_SPOT |
|
|
|
} PBRLightType; |
|
|
|
} LightType; |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Global Variables Definition |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
static int lightCount = 0; // Current number of dynamic lights that have been created |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Module specific Functions Declaration |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Create a light and get shader locations |
|
|
|
PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader); |
|
|
|
static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader); |
|
|
|
|
|
|
|
// Send light properties to shader |
|
|
|
// Update light properties on shader |
|
|
|
// NOTE: Light shader locations should be available |
|
|
|
void PBRLightUpdate(Shader shader, PBRLight light); |
|
|
|
static void UpdateLight(Shader shader, Light light); |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Main Entry Point |
|
|
@ -80,59 +97,73 @@ int main() |
|
|
|
camera.fovy = 45.0f; // Camera field-of-view Y |
|
|
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type |
|
|
|
|
|
|
|
|
|
|
|
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs",GLSL_VERSION), |
|
|
|
TextFormat("resources/shaders/glsl%i/pbr.fs",GLSL_VERSION)); |
|
|
|
// Load PBR shader and setup all required locations |
|
|
|
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION), |
|
|
|
TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION)); |
|
|
|
shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(shader, "albedoMap"); |
|
|
|
// In reality, metalness, roughness, and ambient occlusion are all packed into the MRA texture |
|
|
|
// We'll pass it in as the metalness map |
|
|
|
// WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture |
|
|
|
// They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience, |
|
|
|
// shader already takes care of it accordingly |
|
|
|
shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap"); |
|
|
|
shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap"); |
|
|
|
// Similarly to the MRA map, the emissive map packs different information into a single texture |
|
|
|
// This map stores both height and emission in reality |
|
|
|
// WARNING: Similar to the MRA map, the emissive map packs different information |
|
|
|
// into a single texture: it stores height and emission data |
|
|
|
// It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader |
|
|
|
shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap"); |
|
|
|
shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor"); |
|
|
|
|
|
|
|
// Setup additional required shader locations, including lights data |
|
|
|
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); |
|
|
|
int numOfLightsLoc = GetShaderLocation(shader, "numOfLights"); |
|
|
|
int numOfLights = 4; |
|
|
|
SetShaderValue(shader, numOfLightsLoc, &numOfLights, SHADER_UNIFORM_INT); |
|
|
|
int lightCountLoc = GetShaderLocation(shader, "numOfLights"); |
|
|
|
int maxLightCount = MAX_LIGHTS; |
|
|
|
SetShaderValue(shader, lightCountLoc, &maxLightCount, SHADER_UNIFORM_INT); |
|
|
|
|
|
|
|
Color ambCol = (Color){ 26,32,135,255 }; |
|
|
|
Vector3 ambColNormalized = (Vector3){ ambCol.r / 255.0f, ambCol.g / 255.0f, ambCol.b / 255.0f }; |
|
|
|
float ambIntens = 0.02; |
|
|
|
// Setup ambient color and intensity parameters |
|
|
|
Color ambientColor = (Color){ 26, 32, 135, 255 }; |
|
|
|
Vector3 ambientColorNormalized = (Vector3){ ambientColor.r/255.0f, ambientColor.g/255.0f, ambientColor.b/255.0f }; |
|
|
|
float ambientIntensity = 0.02; |
|
|
|
|
|
|
|
int albedoLoc = GetShaderLocation(shader, "albedo"); |
|
|
|
int ambColLoc = GetShaderLocation(shader, "ambientColor"); |
|
|
|
int ambLoc = GetShaderLocation(shader, "ambient"); |
|
|
|
SetShaderValue(shader, ambColLoc, &ambColNormalized, SHADER_UNIFORM_VEC3); |
|
|
|
SetShaderValue(shader, ambLoc, &ambIntens, SHADER_UNIFORM_FLOAT); |
|
|
|
int ambientColorLoc = GetShaderLocation(shader, "ambientColor"); |
|
|
|
int ambientLoc = GetShaderLocation(shader, "ambient"); |
|
|
|
SetShaderValue(shader, ambientColorLoc, &ambientColorNormalized, SHADER_UNIFORM_VEC3); |
|
|
|
SetShaderValue(shader, ambientLoc, &ambientIntensity, SHADER_UNIFORM_FLOAT); |
|
|
|
|
|
|
|
int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower"); |
|
|
|
int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor"); |
|
|
|
int textureTilingLoc = GetShaderLocation(shader, "tiling"); |
|
|
|
|
|
|
|
Model model = LoadModel("resources/models/old_car_new.glb"); |
|
|
|
// If the OBJ file format is used, we will have to generate tangents manually: |
|
|
|
// GenMeshTangents(&model.meshes[0]); |
|
|
|
|
|
|
|
model.materials[0].shader = shader; |
|
|
|
|
|
|
|
model.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE; |
|
|
|
model.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f; |
|
|
|
model.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f; |
|
|
|
model.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; |
|
|
|
model.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 }; |
|
|
|
|
|
|
|
model.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png"); |
|
|
|
model.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png"); |
|
|
|
model.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png"); |
|
|
|
model.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png"); |
|
|
|
// We store tiling parameters in the generic parameter slots in the Material class |
|
|
|
Vector2 modelTiling = (Vector2){ 0.5f, 0.5f }; |
|
|
|
// Load old car model using PBR maps and shader |
|
|
|
// WARNING: We know this model consists of a single model.meshes[0] and |
|
|
|
// that model.materials[0] is by default assigned to that mesh |
|
|
|
// There could be more complex models consisting of multiple meshes and |
|
|
|
// multiple materials defined for those meshes... but always 1 mesh = 1 material |
|
|
|
Model car = LoadModel("resources/models/old_car_new.glb"); |
|
|
|
|
|
|
|
// Assign already setup PBR shader to model.materials[0], used by models.meshes[0] |
|
|
|
car.materials[0].shader = shader; |
|
|
|
|
|
|
|
// Setup materials[0].maps default parameters |
|
|
|
car.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE; |
|
|
|
car.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f; |
|
|
|
car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f; |
|
|
|
car.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; |
|
|
|
car.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 }; |
|
|
|
|
|
|
|
// Setup materials[0].maps default textures |
|
|
|
car.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png"); |
|
|
|
car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png"); |
|
|
|
car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png"); |
|
|
|
car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png"); |
|
|
|
|
|
|
|
// Old car model texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED) |
|
|
|
// NOTE: Material.params[4] are available for generic parameters storage (float) |
|
|
|
Vector2 carTextureTiling = (Vector2){ 0.5f, 0.5f }; |
|
|
|
|
|
|
|
// Load floor model mesh and assign material parameters |
|
|
|
Model floor = LoadModel("resources/models/plane.glb"); |
|
|
|
|
|
|
|
// Assign material shader for our floor model, same PBR shader |
|
|
|
floor.materials[0].shader = shader; |
|
|
|
|
|
|
|
floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE; |
|
|
@ -145,25 +176,27 @@ int main() |
|
|
|
floor.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/road_mra.png"); |
|
|
|
floor.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/road_n.png"); |
|
|
|
|
|
|
|
Vector2 floorTiling = (Vector2){ 0.5f, 0.5f }; |
|
|
|
|
|
|
|
// Create lights |
|
|
|
PBRLight lights[MAX_LIGHTS] = { 0 }; |
|
|
|
lights[0] = PBRLightCreate(LIGHT_POINT, (Vector3){ -1, 1, -2 }, (Vector3){0,0,0}, YELLOW,4, shader); |
|
|
|
lights[1] = PBRLightCreate(LIGHT_POINT, (Vector3){ 2, 1, 1 }, (Vector3){0,0,0}, GREEN,3.3, shader); |
|
|
|
lights[2] = PBRLightCreate(LIGHT_POINT, (Vector3){ -2, 1, 1 }, (Vector3){0,0,0}, RED,8.3, shader); |
|
|
|
lights[3] = PBRLightCreate(LIGHT_POINT, (Vector3){ 1, 1, -2 }, (Vector3){0,0,0}, BLUE,2, shader); |
|
|
|
|
|
|
|
// The textures are always used |
|
|
|
int one = 1; |
|
|
|
SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &one, SHADER_UNIFORM_INT); |
|
|
|
SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &one, SHADER_UNIFORM_INT); |
|
|
|
SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &one, SHADER_UNIFORM_INT); |
|
|
|
SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &one, SHADER_UNIFORM_INT); |
|
|
|
|
|
|
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second------------------------------------------------------------- |
|
|
|
// Floor texture tiling parameter |
|
|
|
Vector2 floorTextureTiling = (Vector2){ 0.5f, 0.5f }; |
|
|
|
|
|
|
|
// Create some lights |
|
|
|
Light lights[MAX_LIGHTS] = { 0 }; |
|
|
|
lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -1, 1, -2 }, (Vector3){0,0,0}, YELLOW,4, shader); |
|
|
|
lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 1 }, (Vector3){0,0,0}, GREEN,3.3, shader); |
|
|
|
lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 1 }, (Vector3){0,0,0}, RED,8.3, shader); |
|
|
|
lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 1, 1, -2 }, (Vector3){0,0,0}, BLUE,2, shader); |
|
|
|
|
|
|
|
// Setup material texture maps usage in shader |
|
|
|
// NOTE: By default, the texture maps are always used |
|
|
|
int usage = 1; |
|
|
|
SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &usage, SHADER_UNIFORM_INT); |
|
|
|
SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT); |
|
|
|
SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT); |
|
|
|
SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT); |
|
|
|
|
|
|
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
|
|
|
//--------------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
int emissiveCnt = 0; |
|
|
|
// Main game loop |
|
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key |
|
|
|
{ |
|
|
@ -181,8 +214,8 @@ int main() |
|
|
|
if (IsKeyPressed(KEY_R)) { lights[2].enabled = !lights[2].enabled; } |
|
|
|
if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; } |
|
|
|
|
|
|
|
// Update light values (actually, only enable/disable them) |
|
|
|
for (int i = 0; i < MAX_LIGHTS; i++) PBRLightUpdate(shader, lights[i]); |
|
|
|
// Update light values n">on shader (actually, only enable/disable them) |
|
|
|
for (int i = 0; i < MAX_LIGHTS; i++) UpdateLight(shader, lights[i]); |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
// Draw |
|
|
@ -193,53 +226,58 @@ int main() |
|
|
|
|
|
|
|
BeginMode3D(camera); |
|
|
|
|
|
|
|
SetShaderValue(shader, textureTilingLoc, &floorTiling, SHADER_UNIFORM_VEC2); |
|
|
|
Vector4 floorEmission = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color); |
|
|
|
SetShaderValue(shader, emissiveColorLoc, &floorEmission, SHADER_UNIFORM_VEC4); |
|
|
|
DrawModel(floor, (Vector3){0,0,0}, 5.0f, WHITE); |
|
|
|
|
|
|
|
emissiveCnt--; |
|
|
|
if (emissiveCnt <= 0) |
|
|
|
{ |
|
|
|
emissiveCnt = GetRandomValue(0, 20); |
|
|
|
float intensity = (float)GetRandomValue(0, 100) / 100; |
|
|
|
SetShaderValue(shader, emissiveIntensityLoc, &intensity, SHADER_UNIFORM_FLOAT); |
|
|
|
} |
|
|
|
SetShaderValue(shader, textureTilingLoc, &modelTiling, SHADER_UNIFORM_VEC2); |
|
|
|
Vector4 modelEmission = ColorNormalize(model.materials[0].maps[MATERIAL_MAP_EMISSION].color); |
|
|
|
SetShaderValue(shader, emissiveColorLoc, &modelEmission, SHADER_UNIFORM_VEC4); |
|
|
|
DrawModel(model, (Vector3) {0, 0.0, 0}, 0.005, WHITE); |
|
|
|
// Set floor model texture tiling and emissive color parameters on shader |
|
|
|
SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2); |
|
|
|
Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color); |
|
|
|
SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, SHADER_UNIFORM_VEC4); |
|
|
|
|
|
|
|
DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model |
|
|
|
|
|
|
|
// Set old car model texture tiling, emissive color and emissive intensity parameters on shader |
|
|
|
SetShaderValue(shader, textureTilingLoc, &carTextureTiling, SHADER_UNIFORM_VEC2); |
|
|
|
Vector4 carEmissiveColor = ColorNormalize(car.materials[0].maps[MATERIAL_MAP_EMISSION].color); |
|
|
|
SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, SHADER_UNIFORM_VEC4); |
|
|
|
float emissiveIntensity = 0.01f; |
|
|
|
SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT); |
|
|
|
|
|
|
|
DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.005f, WHITE); // Draw car model |
|
|
|
|
|
|
|
// Draw spheres to show where the lights are |
|
|
|
// Draw spheres to show the lights positions |
|
|
|
for (int i = 0; i < MAX_LIGHTS; i++) |
|
|
|
{ |
|
|
|
Color col = (Color) {lights[i].color[0] * 255, lights[i].color[1] * 255, lights[i].color[2] * 255, |
|
|
|
lights[i].color[3] * 255}; |
|
|
|
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, col); |
|
|
|
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(col, 0.3f)); |
|
|
|
Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 }; |
|
|
|
|
|
|
|
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor); |
|
|
|
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f)); |
|
|
|
} |
|
|
|
|
|
|
|
EndMode3D(); |
|
|
|
|
|
|
|
DrawText("Toggle lights: [Y][R][G][B]", 10, 40, 20, LIGHTGRAY); |
|
|
|
|
|
|
|
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY); |
|
|
|
|
|
|
|
DrawFPS(10, 10); |
|
|
|
|
|
|
|
EndDrawing(); |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
} |
|
|
|
|
|
|
|
//-------------------------------------------------------------------------------------- |
|
|
|
// De-Initialization |
|
|
|
//-------------------------------------------------------------------------------------- |
|
|
|
model.materials[0].shader = (Shader){ 0 }; |
|
|
|
// Unbind (disconnect) shader from car.material[0] |
|
|
|
// to avoid UnloadMaterial() trying to unload it automatically |
|
|
|
car.materials[0].shader = (Shader){ 0 }; |
|
|
|
UnloadMaterial(car.materials[0]); |
|
|
|
car.materials[0].maps = NULL; |
|
|
|
UnloadModel(car); |
|
|
|
|
|
|
|
floor.materials[0].shader = (Shader){ 0 }; |
|
|
|
UnloadMaterial(model.materials[0]); |
|
|
|
UnloadMaterial(floor.materials[0]); |
|
|
|
model.materials[0].maps = NULL; |
|
|
|
floor.materials[0].maps = NULL; |
|
|
|
UnloadModel(floor); // Unload model |
|
|
|
UnloadModel(model); // Unload model |
|
|
|
UnloadShader(shader); // Unload Shader |
|
|
|
UnloadModel(floor); |
|
|
|
|
|
|
|
UnloadShader(shader); // Unload Shader |
|
|
|
|
|
|
|
CloseWindow(); // Close window and OpenGL context |
|
|
|
//-------------------------------------------------------------------------------------- |
|
|
@ -247,11 +285,13 @@ int main() |
|
|
|
return 0; |
|
|
|
} |
|
|
|
|
|
|
|
PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader) |
|
|
|
// 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) |
|
|
|
{ |
|
|
|
PBRLight light = { 0 }; |
|
|
|
Light light = { 0 }; |
|
|
|
|
|
|
|
if (lightsCount < MAX_LIGHTS) |
|
|
|
if (lightCount < MAX_LIGHTS) |
|
|
|
{ |
|
|
|
light.enabled = 1; |
|
|
|
light.type = type; |
|
|
@ -263,15 +303,15 @@ PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, |
|
|
|
light.color[3] = (float)color.a / (float)255; |
|
|
|
light.intensity = intensity; |
|
|
|
// NOTE: Lighting shader naming must be the provided ones |
|
|
|
light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount)); |
|
|
|
light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount)); |
|
|
|
light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount)); |
|
|
|
light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount)); |
|
|
|
light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount)); |
|
|
|
light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightsCount)); |
|
|
|
PBRLightUpdate(shader, light); |
|
|
|
|
|
|
|
lightsCount++; |
|
|
|
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; |
|
|
@ -279,10 +319,11 @@ PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, |
|
|
|
|
|
|
|
// Send light properties to shader |
|
|
|
// NOTE: Light shader locations should be available |
|
|
|
void PBRLightUpdate(Shader shader, PBRLight light) |
|
|
|
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); |
|
|
|