fix for dropfiles
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37f2201054
commit
b020a7be91
5 changed files with 75 additions and 34 deletions
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@ -105,9 +105,9 @@ public partial class models_material_pbr
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BeginMode3D(camera);
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DrawModel(model, Vector3Zero(), 1.0f, WHITE);
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DrawModel(model, Vector3Zero(), 1.0f, WHITE);
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f);
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EndMode3D();
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@ -138,7 +138,6 @@ public partial class models_material_pbr
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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[(int)ShaderLocationIndex.LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
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@ -152,7 +151,7 @@ public partial class models_material_pbr
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// Set view matrix location
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view"); //TODO: figure out why this is the one run warning we get, and it may be all that's needed to fix lights.
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mat.shader.locs[(int)ShaderLocationIndex.LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
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// Set PBR standard maps
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@ -32,20 +32,20 @@ public partial class models_mesh_picking
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// Define the camera to look into our 3d world
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Camera3D camera;
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camera.position = new Vector3( 20.0f, 20.0f, 20.0f ); // Camera3D position
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camera.target = new Vector3( 0.0f, 8.0f, 0.0f ); // Camera3D looking at point
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camera.up = new Vector3( 0.0f, 1.6f, 0.0f ); // Camera3D up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera3D field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera3D mode type
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camera.position = new Vector3( 20.0f, 20.0f, 20.0f ); // Camera3D position
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camera.target = new Vector3( 0.0f, 8.0f, 0.0f ); // Camera3D looking at point
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camera.up = new Vector3( 0.0f, 1.6f, 0.0f ); // Camera3D up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera3D field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera3D mode type
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Ray ray; // Picking ray
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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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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.material.maps[(int)MAP_ALBEDO].texture = texture; // Set model diffuse texture
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Vector3 towerPos = new Vector3( 0.0f, 0.0f, 0.0f ); // Set model position
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BoundingBox towerBBox = MeshBoundingBox(tower.mesh); // Get mesh bounding box
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Vector3 towerPos = new Vector3( 0.0f, 0.0f, 0.0f ); // Set model position
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BoundingBox towerBBox = MeshBoundingBox(tower.mesh); // Get mesh bounding box
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bool hitMeshBBox = false;
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bool hitTriangle = false;
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@ -59,13 +59,16 @@ public partial class models_mesh_picking
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SetCameraMode(camera, (int)CAMERA_FREE); // Set a free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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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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// Main game loop
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//--------------------------------------------------------------------------------------
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera); // Update camera
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//----------------------------------------------------------------------------------
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera); // Update camera
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// Display information about closest hit
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RayHitInfo nearestHit = new RayHitInfo();
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@ -121,7 +124,6 @@ public partial class models_mesh_picking
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} hitMeshBBox = false;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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