Added new examples to build...
...and reviewed some details
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2 changed files with 18 additions and 9 deletions
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@ -82,20 +82,20 @@ endif
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# Define raylib release directory for compiled library
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),WINDOWS)
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
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endif
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ifeq ($(PLATFORM_OS),LINUX)
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
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endif
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ifeq ($(PLATFORM_OS),OSX)
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
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endif
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ifeq ($(PLATFORM),PLATFORM_RPI)
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
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endif
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# Define default C compiler: gcc
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@ -263,6 +263,7 @@ EXAMPLES = \
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textures/textures_particles_blending \
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textures/textures_image_processing \
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textures/textures_image_drawing \
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textures/textures_image_generation \
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text/text_sprite_fonts \
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text/text_bmfont_ttf \
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text/text_raylib_fonts \
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@ -278,6 +279,10 @@ EXAMPLES = \
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models/models_heightmap \
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models/models_cubicmap \
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models/models_mesh_picking \
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models/models_mesh_generation \
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models/models_yaw_pitch_roll \
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models/models_material_pbr \
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models/models_skybox \
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shaders/shaders_model_shader \
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shaders/shaders_shapes_textures \
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shaders/shaders_custom_uniform \
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@ -41,10 +41,13 @@ int main()
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model.material = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
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// Define lights attributes
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Light lights[MAX_LIGHTS] = { CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.material.shader),
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CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader),
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CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.shader),
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CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.material.shader) };
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// NOTE: Shader is passed to every light on creation to define shader bindings internally
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Light lights[MAX_LIGHTS] = {
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CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.material.shader),
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CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader),
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CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.shader),
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CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.material.shader)
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};
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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@ -156,6 +159,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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UnloadTexture(cubemap);
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UnloadTexture(texHDR);
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// Unload already used shaders (to create specific textures)
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UnloadShader(shdrCubemap);
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UnloadShader(shdrIrradiance);
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UnloadShader(shdrPrefilter);
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