Changed size of textures and file name changed
Changed size of textures from 2048x2048 to 1024x1024 and file name changed to shaders_basic_pbr.c , Added the function PBRModel PBRModelLoadFromMesh(Mesh mesh); but GenMeshPlane(2, 2.0, 3, 3) culdn't be used because it crash once GenMeshTangents() is used with that plane mesh
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Before Width: | Height: | Size: 3.9 MiB After Width: | Height: | Size: 1.6 MiB |
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Before Width: | Height: | Size: 2.2 MiB After Width: | Height: | Size: 623 KiB |
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Before Width: | Height: | Size: 2.1 MiB After Width: | Height: | Size: 657 KiB |
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Before Width: | Height: | Size: 2.4 MiB After Width: | Height: | Size: 645 KiB |
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@ -173,8 +173,10 @@ void PBRLightUpdate(Shader shader, PBRLight light);
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void PBRSetAmbient(Shader shader, Color color, float intensity);
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PBRModel PBRModelLoad(const char *fileName);
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PBRModel PBRModelLoadFromMesh(Mesh mesh);
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void PBRLoadTextures(PBRMaterial *pbrMat,PBRTexType pbrTexType,const char *fileName);
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void UnloadPBRMaterial(PBRMaterial pbrMat)
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void UnloadPBRMaterial(PBRMaterial pbrMat);
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void PBRSetColor(PBRMaterial *pbrMat,PBRColorType pbrColorType,Color color);
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void PBRSetVec2(PBRMaterial *pbrMat,PBRVec2Type type,Vector2 value);
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void PBRSetFloat(PBRMaterial *pbrMat, PBRFloatType pbrParamType, float value);
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@ -312,7 +314,6 @@ void PBRMaterialSetup(PBRMaterial *pbrMat, Shader pbrShader, PBREnvironment* env
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SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,pbrMat->texOffset,SHADER_UNIFORM_VEC2);
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}
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void PBRLoadTextures(PBRMaterial *pbrMat,PBRTexType pbrTexType,const char *fileName){
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if(pbrMat == NULL) return;
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switch(pbrTexType){
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@ -457,4 +458,9 @@ PBRModel PBRModelLoad(const char *fileName){
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return pbrModel;
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}
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PBRModel PBRModelLoadFromMesh(Mesh mesh){
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PBRModel pbrModel = (PBRModel){0};
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pbrModel.model = LoadModelFromMesh(mesh);
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return pbrModel;
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}
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#endif // RPBR_IMPLEMENTATION
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171
examples/shaders/shaders_basic_pbr.c
Normal file
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@ -0,0 +1,171 @@
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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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*
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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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*
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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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*
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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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#endif
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#define RPBR_IMPLEMENTATION
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#include "rpbr.h"
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#if defined(PLATFORM_DESKTOP)
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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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#endif
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//----------------------------------------------------------------------------------
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// Main Entry Point
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//----------------------------------------------------------------------------------
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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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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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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PBRModel model = PBRModelLoad("resources/models/old_car_new.glb");
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//if we use obj file formator if model doesn't have tangents we have to calculate MeshTangents
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//by using raylib function GenMeshTangents(mesh) for example: obj file doesn't support tangents
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//GenMeshTangents(&model.model.meshes[0]);
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PBRMaterial model_mat = (PBRMaterial){0};
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PBRMaterialSetup(&model_mat, shader, NULL); //environment = NULL for now
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PBRLoadTextures(&model_mat, PBR_TEXTURE_ALBEDO, "resources/old_car_d.png");
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PBRLoadTextures(&model_mat, PBR_TEXTURE_MRA, "resources/old_car_mra.png");
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PBRLoadTextures(&model_mat, PBR_TEXTURE_NORMAL, "resources/old_car_n.png");
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PBRLoadTextures(&model_mat, PBR_TEXTURE_EMISSIVE, "resources/old_car_e.png");
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PBRSetColor(&model_mat,PBR_COLOR_EMISSIVE, (Color){255,162,0,255});
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PBRSetVec2(&model_mat, PBR_VEC2_TILING,(Vector2){0.5,0.5});
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PBRSetMaterial(&model,&model_mat,0);
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PBRModel floor = PBRModelLoad("resources/models/plane.glb");
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PBRMaterial floor_mat = (PBRMaterial){0};
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PBRMaterialSetup(&floor_mat, shader, NULL);
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PBRLoadTextures(&floor_mat, PBR_TEXTURE_ALBEDO, "resources/road_a.png");
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PBRLoadTextures(&floor_mat, PBR_TEXTURE_MRA, "resources/road_mra.png");
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PBRLoadTextures(&floor_mat, PBR_TEXTURE_NORMAL, "resources/road_n.png");
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PBRSetVec2(&floor_mat, PBR_VEC2_TILING,(Vector2){0.5,0.5});
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PBRSetMaterial(&floor,&floor_mat,0);
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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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Color ambCol = (Color){26,32,135,255};
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float ambIntens = 0.02;
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int albedoLoc = GetShaderLocation(shader, "albedo");
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PBRSetAmbient(shader,ambCol,ambIntens);
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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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SetShaderValueV(shader, GetShaderLocation(shader, "lights"), lights, SHADER_UNIFORM_FLOAT, numOfLights);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second-------------------------------------------------------------
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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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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_ORBITAL);
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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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float cameraPos[3] = {camera.position.x, camera.position.y, camera.position.z};
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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// Check key inputs to enable/disable lights
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if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
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if (IsKeyPressed(KEY_G)) { lights[1].enabled = !lights[1].enabled; }
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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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emissiveCnt--;
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if(emissiveCnt<=0){
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emissiveCnt = GetRandomValue(0,20);
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PBRSetFloat(&model_mat,PBR_PARAM_EMISSIVE,(float)GetRandomValue(0,100)/100);
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(BLACK);
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BeginMode3D(camera);
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PBRDrawModel(floor, (Vector3){0,0,0}, 5.0f);
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PBRDrawModel(model, (Vector3) {0, 0.0, 0}, 0.005);
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// Draw spheres to show where the lights are
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for (int i = 0; i < MAX_LIGHTS; i++) {
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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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}
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EndMode3D();
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DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, GRAY);
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DrawFPS(10, 10);
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EndDrawing();
|
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//----------------------------------------------------------------------------------
|
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}
|
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|
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//--------------------------------------------------------------------------------------
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// De-Initialization
|
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//--------------------------------------------------------------------------------------
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|
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UnloadModel(floor.model); // Unload model
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UnloadModel(model.model); // Unload model
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UnloadShader(shader); // Unload Shader
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UnloadPBRMaterial(floor_mat); // Unload PBRMaterial
|
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UnloadPBRMaterial(model_mat); // Unload PBRMaterial
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|
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CloseWindow(); // Close window and OpenGL context
|
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//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
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