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Review standard lighting sample -WIP-

It's broken.
pull/703/head
Ray 6 vuotta sitten
vanhempi
commit
f9e4faff09
2 muutettua tiedostoa jossa 12 lisäystä ja 16 poistoa
  1. +4
    -4
      examples/others/resources/shaders/glsl330/standard.vs
  2. +8
    -12
      examples/others/standard_lighting.c

+ 4
- 4
examples/others/resources/shaders/glsl330/standard.vs Näytä tiedosto

@ -1,14 +1,14 @@
#version 330
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
out vec4 fragColor;
uniform mat4 mvp;
@ -16,8 +16,8 @@ void main()
{
fragPosition = vertexPosition;
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = vertexNormal;
fragColor = vertexColor;
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

+ 8
- 12
examples/others/standard_lighting.c Näytä tiedosto

@ -97,9 +97,9 @@ int main()
Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Model model = LoadModel("../models/resources/pbr/trooper.obj"); // Load OBJ model
Material material;// = LoadStandardMaterial();
Material material = { 0 };
material.shader = LoadShader("resources/shaders/glsl330/standard.vs",
"resources/shaders/glsl330/standard.fs");
@ -107,13 +107,13 @@ int main()
// Try to get lights location points (if available)
GetShaderLightsLocations(material.shader);
material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
material.maps[MAP_NORMAL].texture = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
material.maps[MAP_SPECULAR].texture = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
material.maps[MAP_DIFFUSE].texture = LoadTexture("../models/resources/pbr/trooper_albedo.png"); // Load model diffuse texture
material.maps[MAP_NORMAL].texture = LoadTexture("../models/resources/pbr/trooper_normals.png"); // Load model normal texture
material.maps[MAP_SPECULAR].texture = LoadTexture("../models/resources/pbr/trooper_roughness.png"); // Load model specular texture
material.maps[MAP_DIFFUSE].color = WHITE;
material.maps[MAP_SPECULAR].color = WHITE;
dwarf.material = material; // Apply material to model
model.material = material; // Apply material to 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};
@ -135,8 +135,6 @@ int main()
// NOTE: If values are not changed in real time, they can be set at initialization!!!
SetShaderLightsValues(material.shader);
//SetShaderActive(0);
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
@ -159,7 +157,7 @@ int main()
BeginMode3D(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawModel(model, position, 2.0f, WHITE); // Draw 3d model with texture
DrawLight(spotLight); // Draw spot light
DrawLight(dirLight); // Draw directional light
@ -169,8 +167,6 @@ int main()
EndMode3D();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
@ -180,7 +176,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMaterial(material); // Unload material and assigned textures
UnloadModel(dwarf); // Unload model
UnloadModel(model); // Unload model
// Destroy all created lights
DestroyLight(pointLight);

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