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								/*******************************************************************************************
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								*
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								*   raylib [lighting] example - Basic Phong lighting
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								*
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								*   This example has been created using raylib 1.3 (www.raylib.com)
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								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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								*
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								*   Copyright (c) 2014 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#define SHININESS_SPEED 1.0f
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								#define LIGHT_SPEED 0.25f
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								int main()
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    const int screenWidth = 800;
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								    const int screenHeight = 450;
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								    SetConfigFlags(FLAG_MSAA_4X_HINT);
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								    InitWindow(screenWidth, screenHeight, "raylib [lighting] example - blinn phong lighting");
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								    SetTargetFPS(60);
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								    // Camera initialization
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								    Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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								    // Model initialization
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								    Vector3 position = { 0.0, 0.0, 0.0 };
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								    Model model = LoadModel("resources/model/dwarf.obj");
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								    // Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
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								    SetModelShader(&model, shader);
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								    // Shader locations initialization
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								    int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
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								    int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
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								    int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
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								    int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
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								    int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
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								    int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
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								    int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
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								    int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
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								    // Camera and light vectors shader locations
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								    int cameraLoc = GetShaderLocation(shader, "cameraPos");
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								    int lightLoc = GetShaderLocation(shader, "lightPos");
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								    // Light and material definitions
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								    Light directionalLight;
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								    Material blinnMaterial;
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								    // Light initialization
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								    SetLightPosition(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f});
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								    SetLightRotation(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f});
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								    SetLightIntensity(&directionalLight, 1);
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								    SetLightAmbientColor(&directionalLight, (Vector3){0.6f, 0.3f, 0});
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								    SetLightDiffuseColor(&directionalLight, (Vector3){1, 1, 1});
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								    SetLightSpecularColor(&directionalLight, (Vector3){1, 1, 1});
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								    SetLightSpecIntensity(&directionalLight, 1);
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								    // Material initialization
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								    SetMaterialAmbientColor(&blinnMaterial, (Vector3){0.2f, 0.2f, 0.2f});
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								    SetMaterialDiffuseColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f});
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								    SetMaterialSpecularColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f});
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								    SetMaterialGlossiness(&blinnMaterial, 50);
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								    // Setup camera
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								    SetCameraMode(CAMERA_FREE);             // Set camera mode
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								    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
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								    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target
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								    float cameraPosition[3] = { camera.position.x, camera.position.y, camera.position.z };  // Camera position vector in float array
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								    //--------------------------------------------------------------------------------------
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								    // Main game loop
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								    while (!WindowShouldClose())    // Detect window close button or ESC key
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								    {
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								        // Update
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								        //----------------------------------------------------------------------------------
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								        // Update camera position and its float array for shader
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								        UpdateCamera(&camera);
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								        cameraPosition[0] = camera.position.x;
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								        cameraPosition[1] = camera.position.y;
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								        cameraPosition[2] = camera.position.z;
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								        // Glossiness input control
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								        if(IsKeyDown(KEY_UP))
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								        {
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								            blinnMaterial.glossiness[0] += SHININESS_SPEED;
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								        }
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								        else if(IsKeyDown(KEY_DOWN))
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								        {
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								            blinnMaterial.glossiness[0] -= SHININESS_SPEED;
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								            if(blinnMaterial.glossiness[0] < 0) blinnMaterial.glossiness[0] = 0;
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								        }
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								        // Light X movement
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								        if(IsKeyDown(KEY_D))
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								        {
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								            directionalLight.position[0] += LIGHT_SPEED;
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								        }
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								        else if(IsKeyDown(KEY_A))
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								        {
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								            directionalLight.position[0] -= LIGHT_SPEED;
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								        }
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								        // Light Y movement
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								        if(IsKeyDown(KEY_LEFT_SHIFT))
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								        {
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								            directionalLight.position[1] += LIGHT_SPEED;
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								        }
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								        else if(IsKeyDown(KEY_LEFT_CONTROL))
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								        {
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								            directionalLight.position[1] -= LIGHT_SPEED;
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								        }
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								        // Light Z movement
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								        if(IsKeyDown(KEY_S))
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								        {
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								            directionalLight.position[2] += LIGHT_SPEED;
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								        }
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								        else if(IsKeyDown(KEY_W))
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								        {
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								            directionalLight.position[2] -= LIGHT_SPEED;
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								        }
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								        // Send light values to shader
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								        SetShaderValue(shader, lIntensityLoc, directionalLight.intensity, 1);
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								        SetShaderValue(shader, lAmbientLoc, directionalLight.ambientColor, 3);
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								        SetShaderValue(shader, lDiffuseLoc, directionalLight.diffuseColor, 3);
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								        SetShaderValue(shader, lSpecularLoc, directionalLight.specularColor, 3);
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								        SetShaderValue(shader, lSpecIntensityLoc, directionalLight.specularIntensity, 1);
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								        // Send material values to shader
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								        SetShaderValue(shader, mAmbientLoc, blinnMaterial.ambientColor, 3);
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								        SetShaderValue(shader, mSpecularLoc, blinnMaterial.specularColor, 3);
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								        SetShaderValue(shader, mGlossLoc, blinnMaterial.glossiness, 1);
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								        // Send camera and light transform values to shader
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								        SetShaderValue(shader, cameraLoc, cameraPosition, 3);
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								        SetShaderValue(shader, lightLoc, directionalLight.position, 3);
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								        //----------------------------------------------------------------------------------
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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								            ClearBackground(RAYWHITE);
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								            Begin3dMode(camera);
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								                DrawModel(model, position, 0.1f, (Color){255 * blinnMaterial.diffuseColor[0], 255 * blinnMaterial.diffuseColor[1], 255 * blinnMaterial.diffuseColor[2], 255});
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								                DrawSphere((Vector3){directionalLight.position[0], directionalLight.position[1], directionalLight.position[2]}, 1, YELLOW);
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								            End3dMode();
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								            // Draw FPS
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								            DrawFPS(10, 10);
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								        EndDrawing();
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								        //----------------------------------------------------------------------------------
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								    }
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								    // De-Initialization
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								    //--------------------------------------------------------------------------------------
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								    // Unload all loaded data
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								    UnloadShader(shader);
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								    UnloadModel(model);
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								    CloseWindow();        // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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