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