Add Draw3DLine function and fixed MLT glossiness import value
In standard shader, material glossiness is a value from 0 to 1000 like in MLT files. So, it doesn't need to be normalized.
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1 changed files with 11 additions and 2 deletions
13
src/models.c
13
src/models.c
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@ -65,6 +65,16 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
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// Module Functions Definition
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw a line in 3D world space
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void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color)
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{
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex3f(startPos.x, startPos.y, startPos.z);
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rlVertex3f(endPos.x, endPos.y, endPos.z);
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rlEnd();
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}
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// Draw cube
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// Draw cube
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// NOTE: Cube position is the center position
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// NOTE: Cube position is the center position
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void DrawCube(Vector3 position, float width, float height, float length, Color color)
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void DrawCube(Vector3 position, float width, float height, float length, Color color)
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@ -2071,8 +2081,7 @@ static Material LoadMTL(const char *fileName)
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int shininess = 0;
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int shininess = 0;
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sscanf(buffer, "Ns %i", &shininess);
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sscanf(buffer, "Ns %i", &shininess);
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// Normalize shininess value to material glossiness attribute
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material.glossiness = (float)shininess;
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material.glossiness = (float)shininess/1000;
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}
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}
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else if (buffer[1] == 'i') // Ni int Refraction index.
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else if (buffer[1] == 'i') // Ni int Refraction index.
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{
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{
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