WARNING: VERY BREAKING CHANGE: Renamed some enum values for consistency
Some enums values have been renamed to be more consistent and also provide a more detailed description: - ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION - ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2 - MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO - PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
This commit is contained in:
parent
75038baf71
commit
01e28263be
33 changed files with 723 additions and 721 deletions
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@ -31,7 +31,7 @@ int main(void)
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// NOTE: By default each cube is mapped to one part of texture atlas
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
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@ -32,7 +32,7 @@ int main(void)
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// NOTE: By default each cube is mapped to one part of texture atlas
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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// Get map image data to be used for collision detection
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Color *mapPixels = LoadImageColors(imMap);
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@ -29,7 +29,7 @@ int main(void)
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Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
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Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
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model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position
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UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
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@ -39,7 +39,7 @@ int main(void)
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Model model = LoadModel("resources/models/castle.obj"); // Load model
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Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture
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model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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@ -76,7 +76,7 @@ int main(void)
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{
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UnloadModel(model); // Unload previous model
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model = LoadModel(droppedFiles[0]); // Load new model
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model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
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bounds = MeshBoundingBox(model.meshes[0]);
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@ -87,7 +87,7 @@ int main(void)
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// Unload current model texture and load new one
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UnloadTexture(texture);
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texture = LoadTexture(droppedFiles[0]);
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model.materials[0].maps[MAP_DIFFUSE].texture = texture;
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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}
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}
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@ -78,7 +78,7 @@ int main(void)
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// Send to material PBR shader camera view position
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
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SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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//----------------------------------------------------------------------------------
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// Draw
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@ -128,54 +128,54 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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// Get required locations points for PBR material
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// NOTE: Those location names must be available and used in the shader code
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mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
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mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
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mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
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mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
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mat.shader.locs[LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
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//mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
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//mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
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mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
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mat.shader.locs[LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
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mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
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mat.shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
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mat.shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
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mat.shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
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mat.shader.locs[SHADER_LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
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mat.shader.locs[SHADER_LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
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//mat.shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
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//mat.shader.locs[SHADER_LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
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mat.shader.locs[SHADER_LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
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mat.shader.locs[SHADER_LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
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mat.shader.locs[SHADER_LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
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// Set view matrix location
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mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
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//mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
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mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
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mat.shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
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//mat.shader.locs[SHADER_LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
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mat.shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
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// Set PBR standard maps
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mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
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mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
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mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
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mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
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mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
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mat.maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
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mat.maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
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mat.maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
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mat.maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
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mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
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// Set textures filtering for better quality
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SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, FILTER_BILINEAR);
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// Enable sample usage in shader for assigned textures
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
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int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
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SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT);
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SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, SHADER_UNIFORM_INT);
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// Set up material properties color
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mat.maps[MAP_ALBEDO].color = albedo;
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mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
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mat.maps[MAP_METALNESS].value = metalness;
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mat.maps[MAP_ROUGHNESS].value = roughness;
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mat.maps[MAP_OCCLUSION].value = 1.0f;
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mat.maps[MAP_EMISSION].value = 0.5f;
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mat.maps[MAP_HEIGHT].value = 0.5f;
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mat.maps[MATERIAL_MAP_ALBEDO].color = albedo;
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mat.maps[MATERIAL_MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
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mat.maps[MATERIAL_MAP_METALNESS].value = metalness;
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mat.maps[MATERIAL_MAP_ROUGHNESS].value = roughness;
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mat.maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
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mat.maps[MATERIAL_MAP_EMISSION].value = 0.5f;
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mat.maps[MATERIAL_MAP_HEIGHT].value = 0.5f;
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// Generate cubemap from panorama texture
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//--------------------------------------------------------------------------------------------------------
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@ -186,8 +186,8 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
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#endif
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
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TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, UNCOMPRESSED_R32G32B32);
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
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UnloadTexture(panorama);
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UnloadShader(shdrCubemap);
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//--------------------------------------------------------------------------------------------------------
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@ -200,8 +200,8 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
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#endif
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SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
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mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
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SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
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UnloadShader(shdrIrradiance);
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//--------------------------------------------------------------------------------------------------------
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@ -213,8 +213,8 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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#else
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Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
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#endif
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SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
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mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
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SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
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UnloadTexture(cubemap);
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UnloadShader(shdrPrefilter);
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//--------------------------------------------------------------------------------------------------------
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@ -226,7 +226,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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#else
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Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
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#endif
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mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
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mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
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UnloadShader(shdrBRDF);
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//--------------------------------------------------------------------------------------------------------
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models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
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// Set checked texture as default diffuse component for all models material
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for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MAP_DIFFUSE].texture = texture;
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for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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// Define the camera to look into our 3d world
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Camera camera = { { 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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Model tower = LoadModel("resources/models/turret.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
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tower.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
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BoundingBox towerBBox = MeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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skybox.materials[0].shader = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/skybox.fs");
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#endif
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT);
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, UNIFORM_INT);
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, UNIFORM_INT);
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT);
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
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// Load cubemap shader and setup required shader locations
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#if defined(PLATFORM_DESKTOP)
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
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#endif
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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char skyboxFileName[256] = { 0 };
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// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
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// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
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// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
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// despite texture can be successfully created.. so using UNCOMPRESSED_R8G8B8A8 instead of UNCOMPRESSED_R32G32B32A32
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skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
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// despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
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}
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else
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{
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Image img = LoadImage("resources/skybox.png");
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skybox.materials[0].maps[MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT); // CUBEMAP_LAYOUT_PANORAMA
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT); // CUBEMAP_LAYOUT_PANORAMA
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UnloadImage(img);
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}
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if (IsFileExtension(droppedFiles[0], ".png;.jpg;.hdr;.bmp;.tga"))
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{
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// Unload current cubemap texture and load new one
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||||
UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture);
|
||||
UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
|
||||
if (useHDR)
|
||||
{
|
||||
Texture2D panorama = LoadTexture(droppedFiles[0]);
|
||||
|
||||
// Generate cubemap from panorama texture
|
||||
skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
|
||||
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
|
||||
UnloadTexture(panorama);
|
||||
}
|
||||
else
|
||||
{
|
||||
Image img = LoadImage(droppedFiles[0]);
|
||||
skybox.materials[0].maps[MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
|
||||
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
|
||||
UnloadImage(img);
|
||||
}
|
||||
|
||||
|
@ -149,7 +149,7 @@ int main(void)
|
|||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(skybox.materials[0].shader);
|
||||
UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture);
|
||||
UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
|
||||
|
||||
UnloadModel(skybox); // Unload skybox model
|
||||
|
||||
|
|
|
@ -35,9 +35,9 @@ int main(void)
|
|||
|
||||
// Model loading
|
||||
Model model = LoadModel("resources/plane.obj"); // Load OBJ model
|
||||
model.materials[0].maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
|
||||
|
||||
GenTextureMipmaps(&model.materials[0].maps[MAP_DIFFUSE].texture);
|
||||
GenTextureMipmaps(&model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture);
|
||||
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 0.0f, 60.0f, -120.0f };// Camera position perspective
|
||||
|
@ -169,7 +169,7 @@ int main(void)
|
|||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Unload all loaded data
|
||||
UnloadTexture(model.materials[0].maps[MAP_DIFFUSE].texture);
|
||||
UnloadTexture(model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture);
|
||||
UnloadModel(model);
|
||||
|
||||
UnloadRenderTexture(framebuffer);
|
||||
|
|
|
@ -163,21 +163,21 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade
|
|||
void UpdateLightValues(Shader shader, Light light)
|
||||
{
|
||||
// Send to shader light enabled state and type
|
||||
SetShaderValue(shader, light.enabledLoc, &light.enabled, UNIFORM_INT);
|
||||
SetShaderValue(shader, light.typeLoc, &light.type, UNIFORM_INT);
|
||||
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.posLoc, position, UNIFORM_VEC3);
|
||||
SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3);
|
||||
|
||||
// Send to shader light target position values
|
||||
float target[3] = { light.target.x, light.target.y, light.target.z };
|
||||
SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3);
|
||||
SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
|
||||
|
||||
// Send to shader light color values
|
||||
float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255,
|
||||
(float)light.color.b/(float)255, (float)light.color.a/(float)255 };
|
||||
SetShaderValue(shader, light.colorLoc, color, UNIFORM_VEC4);
|
||||
SetShaderValue(shader, light.colorLoc, color, SHADER_UNIFORM_VEC4);
|
||||
}
|
||||
|
||||
#endif // RLIGHTS_IMPLEMENTATION
|
|
@ -163,21 +163,21 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade
|
|||
void UpdateLightValues(Shader shader, Light light)
|
||||
{
|
||||
// Send to shader light enabled state and type
|
||||
SetShaderValue(shader, light.enabledLoc, &light.enabled, UNIFORM_INT);
|
||||
SetShaderValue(shader, light.typeLoc, &light.type, UNIFORM_INT);
|
||||
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.posLoc, position, UNIFORM_VEC3);
|
||||
SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3);
|
||||
|
||||
// Send to shader light target position values
|
||||
float target[3] = { light.target.x, light.target.y, light.target.z };
|
||||
SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3);
|
||||
SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
|
||||
|
||||
// Send to shader light color values
|
||||
float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255,
|
||||
(float)light.color.b/(float)255, (float)light.color.a/(float)255 };
|
||||
SetShaderValue(shader, light.colorLoc, color, UNIFORM_VEC4);
|
||||
SetShaderValue(shader, light.colorLoc, color, SHADER_UNIFORM_VEC4);
|
||||
}
|
||||
|
||||
#endif // RLIGHTS_IMPLEMENTATION
|
|
@ -65,20 +65,20 @@ int main(void)
|
|||
Texture texture = LoadTexture("resources/texel_checker.png");
|
||||
|
||||
// Assign texture to default model material
|
||||
modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
|
||||
modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
|
||||
modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
|
||||
modelA.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
|
||||
modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
|
||||
modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
|
||||
|
||||
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
|
||||
|
||||
// Get some shader loactions
|
||||
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
|
||||
shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
||||
shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
|
||||
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
||||
|
||||
// ambient light level
|
||||
int ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
|
||||
SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
|
||||
|
||||
float angle = 6.282f;
|
||||
|
||||
|
@ -133,7 +133,7 @@ int main(void)
|
|||
|
||||
// Update the light shader with the camera view position
|
||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||
SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
|
||||
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
|
@ -45,7 +45,7 @@ int main(void)
|
|||
|
||||
Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
|
||||
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
|
@ -79,7 +79,7 @@ int main(void)
|
|||
swirlCenter[1] = screenHeight - mousePosition.y;
|
||||
|
||||
// Send new value to the shader to be used on drawing
|
||||
SetShaderValue(shader, swirlCenterLoc, swirlCenter, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
|
||||
|
||||
UpdateCamera(&camera); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
|
@ -62,23 +62,23 @@ int main(void)
|
|||
Texture texture = LoadTexture("resources/texel_checker.png");
|
||||
|
||||
// Assign texture to default model material
|
||||
modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
|
||||
modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
|
||||
modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
|
||||
modelA.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
|
||||
modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
|
||||
modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
|
||||
|
||||
// Load shader and set up some uniforms
|
||||
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
|
||||
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
|
||||
shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
||||
shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
|
||||
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
||||
|
||||
// Ambient light level
|
||||
int ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
|
||||
SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
|
||||
|
||||
float fogDensity = 0.15f;
|
||||
int fogDensityLoc = GetShaderLocation(shader, "fogDensity");
|
||||
SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
// NOTE: All models share the same shader
|
||||
modelA.materials[0].shader = shader;
|
||||
|
@ -112,14 +112,14 @@ int main(void)
|
|||
if (fogDensity < 0.0) fogDensity = 0.0;
|
||||
}
|
||||
|
||||
SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
// Rotate the torus
|
||||
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
|
||||
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
|
||||
|
||||
// Update the light shader with the camera view position
|
||||
SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], &camera.position.x, UNIFORM_VEC3);
|
||||
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], &camera.position.x, SHADER_UNIFORM_VEC3);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
|
@ -44,7 +44,7 @@ int main(void)
|
|||
int timeLoc = GetShaderLocation(shader, "time");
|
||||
|
||||
float resolution[2] = { (float)screenWidth, (float)screenHeight };
|
||||
SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
|
||||
|
||||
float totalTime = 0.0f;
|
||||
bool shaderAutoReloading = false;
|
||||
|
@ -62,8 +62,8 @@ int main(void)
|
|||
float mousePos[2] = { mouse.x, mouse.y };
|
||||
|
||||
// Set shader required uniform values
|
||||
SetShaderValue(shader, timeLoc, &totalTime, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, mouseLoc, mousePos, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, timeLoc, &totalTime, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, mouseLoc, mousePos, SHADER_UNIFORM_VEC2);
|
||||
|
||||
// Hot shader reloading
|
||||
if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
|
||||
|
@ -87,7 +87,7 @@ int main(void)
|
|||
timeLoc = GetShaderLocation(shader, "time");
|
||||
|
||||
// Reset required uniforms
|
||||
SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
|
||||
}
|
||||
|
||||
fragShaderFileModTime = currentFragShaderModTime;
|
||||
|
|
|
@ -65,11 +65,11 @@ int main(void)
|
|||
|
||||
// Tell the shader what the screen dimensions, zoom, offset and c are
|
||||
float screenDims[2] = { (float)screenWidth, (float)screenHeight };
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, SHADER_UNIFORM_VEC2);
|
||||
|
||||
SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
|
||||
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
@ -101,7 +101,7 @@ int main(void)
|
|||
else if (IsKeyPressed(KEY_FIVE)) c[0] = POINTS_OF_INTEREST[4][0], c[1] = POINTS_OF_INTEREST[4][1];
|
||||
else if (IsKeyPressed(KEY_SIX)) c[0] = POINTS_OF_INTEREST[5][0], c[1] = POINTS_OF_INTEREST[5][1];
|
||||
|
||||
SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change)
|
||||
|
@ -130,15 +130,15 @@ int main(void)
|
|||
}
|
||||
else offsetSpeed = (Vector2){ 0.0f, 0.0f };
|
||||
|
||||
SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
|
||||
|
||||
// Increment c value with time
|
||||
float amount = GetFrameTime()*incrementSpeed*0.0005f;
|
||||
c[0] += amount;
|
||||
c[1] += amount;
|
||||
|
||||
SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -51,7 +51,7 @@ int main(void)
|
|||
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
|
||||
|
||||
model.materials[0].shader = shader; // Set shader effect to 3d model
|
||||
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Bind texture to model
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
|
|
|
@ -106,7 +106,7 @@ int main(void)
|
|||
|
||||
// Send new value to the shader to be used on drawing.
|
||||
// NOTE: We are sending RGB triplets w/o the alpha channel
|
||||
SetShaderValueV(shader, paletteLoc, palettes[currentPalette], UNIFORM_IVEC3, COLORS_PER_PALETTE);
|
||||
SetShaderValueV(shader, paletteLoc, palettes[currentPalette], SHADER_UNIFORM_IVEC3, COLORS_PER_PALETTE);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
|
@ -74,7 +74,7 @@ int main(void)
|
|||
|
||||
Model model = LoadModel("resources/models/church.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
|
||||
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
|
|
|
@ -49,7 +49,7 @@ int main(void)
|
|||
int resolutionLoc = GetShaderLocation(shader, "resolution");
|
||||
|
||||
float resolution[2] = { (float)screenWidth, (float)screenHeight };
|
||||
SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
|
||||
|
||||
float runTime = 0.0f;
|
||||
|
||||
|
@ -70,9 +70,9 @@ int main(void)
|
|||
runTime += deltaTime;
|
||||
|
||||
// Set shader required uniform values
|
||||
SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3);
|
||||
SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3);
|
||||
SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, viewEyeLoc, cameraPos, SHADER_UNIFORM_VEC3);
|
||||
SetShaderValue(shader, viewCenterLoc, cameraTarget, SHADER_UNIFORM_VEC3);
|
||||
SetShaderValue(shader, runTimeLoc, &runTime, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
// Check if screen is resized
|
||||
if (IsWindowResized())
|
||||
|
@ -80,7 +80,7 @@ int main(void)
|
|||
screenWidth = GetScreenWidth();
|
||||
screenHeight = GetScreenHeight();
|
||||
float resolution[2] = { (float)screenWidth, (float)screenHeight };
|
||||
SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -77,19 +77,19 @@ int main(void)
|
|||
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
|
||||
|
||||
// Get some shader loactions
|
||||
shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
|
||||
shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
||||
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
|
||||
shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
|
||||
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
||||
shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
|
||||
|
||||
// Ambient light level
|
||||
int ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
|
||||
SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
|
||||
|
||||
CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader);
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||||
|
||||
Material material = LoadMaterialDefault();
|
||||
material.shader = shader;
|
||||
material.maps[MAP_DIFFUSE].color = RED;
|
||||
material.maps[MATERIAL_MAP_DIFFUSE].color = RED;
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||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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||||
|
||||
|
@ -105,7 +105,7 @@ int main(void)
|
|||
|
||||
// Update the light shader with the camera view position
|
||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
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||||
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
|
||||
|
||||
// Apply per-instance rotations
|
||||
for (int i = 0; i < count; i++)
|
||||
|
|
|
@ -60,15 +60,15 @@ int main(void)
|
|||
|
||||
// Load and apply the diffuse texture (colour map)
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||||
Texture texDiffuse = LoadTexture("resources/plasma.png");
|
||||
model1.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
|
||||
model2.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
|
||||
model1.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
|
||||
model2.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
|
||||
|
||||
// Using MAP_EMISSION as a spare slot to use for 2nd texture
|
||||
// NOTE: Don't use MAP_IRRADIANCE, MAP_PREFILTER or MAP_CUBEMAP as they are bound as cube maps
|
||||
// Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture
|
||||
// NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or MATERIAL_MAP_CUBEMAP as they are bound as cube maps
|
||||
Texture texMask = LoadTexture("resources/mask.png");
|
||||
model1.materials[0].maps[MAP_EMISSION].texture = texMask;
|
||||
model2.materials[0].maps[MAP_EMISSION].texture = texMask;
|
||||
shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
|
||||
model1.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
|
||||
model2.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
|
||||
shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
|
||||
|
||||
// Frame is incremented each frame to animate the shader
|
||||
int shaderFrame = GetShaderLocation(shader, "frame");
|
||||
|
@ -94,7 +94,7 @@ int main(void)
|
|||
rotation.z -= 0.0025f;
|
||||
|
||||
// Send frames counter to shader for animation
|
||||
SetShaderValue(shader, shaderFrame, &framesCounter, UNIFORM_INT);
|
||||
SetShaderValue(shader, shaderFrame, &framesCounter, SHADER_UNIFORM_INT);
|
||||
|
||||
// Rotate one of the models
|
||||
model1.transform = MatrixRotateXYZ(rotation);
|
||||
|
|
|
@ -114,7 +114,7 @@ int main(void)
|
|||
// a pitch black half and a dimly lit half.
|
||||
unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
|
||||
float sw = (float)GetScreenWidth();
|
||||
SetShaderValue(shdrSpot, wLoc, &sw, UNIFORM_FLOAT);
|
||||
SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
// Randomise the locations and velocities of the spotlights
|
||||
// and initialise the shader locations
|
||||
|
@ -133,9 +133,9 @@ int main(void)
|
|||
spots[i].inner = 28 * (i + 1);
|
||||
spots[i].radius = 48 * (i + 1);
|
||||
|
||||
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
|
||||
SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, UNIFORM_FLOAT);
|
||||
SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, UNIFORM_FLOAT);
|
||||
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT);
|
||||
}
|
||||
|
||||
SetTargetFPS(60); // Set to run at 60 frames-per-second
|
||||
|
@ -171,7 +171,7 @@ int main(void)
|
|||
if (spots[i].pos.y > (screenHeight - 64)) spots[i].vel.y = -spots[i].vel.y;
|
||||
}
|
||||
|
||||
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
|
||||
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
|
||||
}
|
||||
|
||||
// Draw
|
||||
|
|
|
@ -39,7 +39,7 @@ int main(void)
|
|||
|
||||
float time = 0.0f;
|
||||
int timeLoc = GetShaderLocation(shader, "uTime");
|
||||
SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
// -------------------------------------------------------------------------------------------------------------
|
||||
|
@ -50,7 +50,7 @@ int main(void)
|
|||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
time = GetTime();
|
||||
SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
|
@ -58,13 +58,13 @@ int main(void)
|
|||
float speedY = 8.0f;
|
||||
|
||||
float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, ampXLoc, &X, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, ampYLoc, &Y, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shader, freqXLoc, &freqX, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, freqYLoc, &freqY, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, ampXLoc, &X, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, ampYLoc, &Y, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, speedYLoc, &speedY, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
float seconds = 0.0f;
|
||||
|
||||
|
@ -78,7 +78,7 @@ int main(void)
|
|||
//----------------------------------------------------------------------------------
|
||||
seconds += GetFrameTime();
|
||||
|
||||
SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, secondsLoc, &seconds, SHADER_UNIFORM_FLOAT);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
|
@ -51,7 +51,7 @@ int main(void)
|
|||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
Image imOrigin = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
|
||||
ImageFormat(&imOrigin, UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE
|
||||
ImageFormat(&imOrigin, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE
|
||||
Texture2D texture = LoadTextureFromImage(imOrigin); // Image converted to texture, GPU memory (VRAM)
|
||||
|
||||
Image imCopy = ImageCopy(imOrigin);
|
||||
|
|
|
@ -27,7 +27,7 @@ int main(void)
|
|||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
// Load RAW image data (512x512, 32bit RGBA, no file header)
|
||||
Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, UNCOMPRESSED_R8G8B8A8, 0);
|
||||
Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 0);
|
||||
Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
|
||||
UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
|
||||
|
||||
|
@ -52,7 +52,7 @@ int main(void)
|
|||
.data = pixels, // We can assign pixels directly to data
|
||||
.width = width,
|
||||
.height = height,
|
||||
.format = UNCOMPRESSED_R8G8B8A8,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
||||
.mipmaps = 1
|
||||
};
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue