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Adapt to new materials system

raysan5 8 years ago
parent
commit
9040526f17

+ 1 - 1
examples/models/models_mesh_picking.c

@@ -35,7 +35,7 @@ int main()
     
     
     Model tower = LoadModel("resources/tower.obj");             // Load OBJ model
     Model tower = LoadModel("resources/tower.obj");             // Load OBJ model
     Texture2D texture = LoadTexture("resources/tower.png");     // Load model texture
     Texture2D texture = LoadTexture("resources/tower.png");     // Load model texture
-    tower.material.texDiffuse = texture;                        // Set model diffuse texture
+    tower.material.maps[MAP_DIFFUSE].texture = texture;         // Set model diffuse texture
     
     
     Vector3 towerPos = { 0.0f, 0.0f, 0.0f };                    // Set model position
     Vector3 towerPos = { 0.0f, 0.0f, 0.0f };                    // Set model position
     BoundingBox towerBBox = CalculateBoundingBox(tower.mesh);    
     BoundingBox towerBBox = CalculateBoundingBox(tower.mesh);    

+ 1 - 1
examples/models/models_obj_loading.c

@@ -25,7 +25,7 @@ int main()
 
 
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture
-    dwarf.material.texDiffuse = texture;                                    // Set dwarf model diffuse texture
+    dwarf.material.maps[MAP_DIFFUSE].texture = texture;                     // Set map diffuse texture
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
 
 
     SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);   // Set our game to run at 60 frames-per-second

+ 1 - 1
examples/models/models_skybox.c

@@ -35,7 +35,7 @@ int main()
 
 
     // Load cubemap shader and setup required shader locations
     // Load cubemap shader and setup required shader locations
     Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs");
     Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs");
-    SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "environmentMap"), (int[1]){ 0 }, 1);
+    SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1);
     
     
     Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
     Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
     skybox.material.maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
     skybox.material.maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);

+ 1 - 1
examples/shaders/shaders_custom_uniform.c

@@ -34,7 +34,7 @@ int main()
 
 
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map)
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map)
-    dwarf.material.texDiffuse = texture;                                    // Set dwarf model diffuse texture
+    dwarf.material.maps[MAP_DIFFUSE].texture = texture;                     // Set dwarf model diffuse texture
 
 
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
     
     

+ 2 - 2
examples/shaders/shaders_model_shader.c

@@ -37,8 +37,8 @@ int main()
     Shader shader = LoadShader("resources/shaders/glsl330/base.vs", 
     Shader shader = LoadShader("resources/shaders/glsl330/base.vs", 
                                "resources/shaders/glsl330/grayscale.fs");   // Load model shader
                                "resources/shaders/glsl330/grayscale.fs");   // Load model shader
 
 
-    dwarf.material.shader = shader;             // Set shader effect to 3d model
-    dwarf.material.maps[TEXMAP_DIFFUSE].tex = texture;        // Bind texture to model
+    dwarf.material.shader = shader;                     // Set shader effect to 3d model
+    dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
     
     
     Vector3 position = { 0.0f, 0.0f, 0.0f };    // Set model position
     Vector3 position = { 0.0f, 0.0f, 0.0f };    // Set model position
     
     

+ 1 - 1
examples/shaders/shaders_postprocessing.c

@@ -76,7 +76,7 @@ int main()
     
     
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map)
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map)
-    dwarf.material.texDiffuse = texture;                                    // Set dwarf model diffuse texture
+    dwarf.material.maps[MAP_DIFFUSE].texture = texture;          // Set dwarf model diffuse texture
 
 
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position