RMA (MRA) textures provide Red channel for Roughness, Green channel for Metalness, and Blue channel for Ambient Occlusion. Made changes to this example to implement this texture correctly
352 lines
17 KiB
C
352 lines
17 KiB
C
/*******************************************************************************************
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*
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* raylib [shaders] example - Basic PBR
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*
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* Example originally created with raylib 5.0, last time updated with raylib 5.1-dev
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*
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* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad)
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*
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* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
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* licensed under Creative Commons Attribution-NonCommercial
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* (http://creativecommons.org/licenses/by-nc/4.0/)
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*
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********************************************************************************************/
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#include "raylib.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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#include <stdlib.h> // Required for: NULL
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#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Light type
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typedef enum {
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LIGHT_DIRECTIONAL = 0,
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LIGHT_POINT,
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LIGHT_SPOT
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} LightType;
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// Light data
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typedef struct {
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int type;
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int enabled;
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Vector3 position;
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Vector3 target;
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float color[4];
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float intensity;
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// Shader light parameters locations
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int typeLoc;
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int enabledLoc;
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int positionLoc;
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int targetLoc;
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int colorLoc;
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int intensityLoc;
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} Light;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static int lightCount = 0; // Current number of dynamic lights that have been created
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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// Create a light and get shader locations
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static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader);
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// Update light properties on shader
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// NOTE: Light shader locations should be available
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static void UpdateLight(Shader shader, Light light);
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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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// Load PBR shader and setup all required locations
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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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shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(shader, "albedoMap");
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// WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture
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// They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience,
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// shader already takes care of it accordingly
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shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap");
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shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
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// WARNING: Similar to the MRA map, the emissive map packs different information
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// into a single texture: it stores height and emission data
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// It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader
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shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap");
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shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor");
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// Setup additional required shader locations, including lights data
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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int lightCountLoc = GetShaderLocation(shader, "numOfLights");
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int maxLightCount = MAX_LIGHTS;
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SetShaderValue(shader, lightCountLoc, &maxLightCount, SHADER_UNIFORM_INT);
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// Setup ambient color and intensity parameters
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float ambientIntensity = 0.02f;
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Color ambientColor = (Color){ 26, 32, 135, 255 };
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Vector3 ambientColorNormalized = (Vector3){ ambientColor.r/255.0f, ambientColor.g/255.0f, ambientColor.b/255.0f };
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SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), &ambientColorNormalized, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, SHADER_UNIFORM_FLOAT);
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// Get location for shader parameters that can be modified in real time
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int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
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int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
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int textureTilingLoc = GetShaderLocation(shader, "tiling");
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// Load old car model using PBR maps and shader
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// WARNING: We know this model consists of a single model.meshes[0] and
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// that model.materials[0] is by default assigned to that mesh
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// There could be more complex models consisting of multiple meshes and
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// multiple materials defined for those meshes... but always 1 mesh = 1 material
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Model car = LoadModel("resources/models/old_car_new.glb");
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// Assign already setup PBR shader to model.materials[0], used by models.meshes[0]
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car.materials[0].shader = shader;
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// Setup materials[0].maps default parameters
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car.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
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car.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
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car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
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car.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
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car.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 };
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// Setup materials[0].maps default textures
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car.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png");
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//Load RMA texture and convert it to an image to extract channels
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Texture2D carTexture=LoadTexture("resources/old_car_mra.png");
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Image carImage =LoadImageFromTexture(carTexture);
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//RMA textures -> R corresponds to Roughness, G to Metalness, and B to Occlusion
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//Using different channels of RMA map for different parameters
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car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTextureFromImage(ImageFromChannel(carImage,1));
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car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTextureFromImage(ImageFromChannel(carImage,0));
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car.materials[0].maps[MATERIAL_MAP_OCCLUSION].texture = LoadTextureFromImage(ImageFromChannel(carImage,2));
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car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png");
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car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png");
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// Load floor model mesh and assign material parameters
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// NOTE: A basic plane shape can be generated instead of being loaded from a model file
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Model floor = LoadModel("resources/models/plane.glb");
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//Mesh floorMesh = GenMeshPlane(10, 10, 10, 10);
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//GenMeshTangents(&floorMesh); // TODO: Review tangents generation
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//Model floor = LoadModelFromMesh(floorMesh);
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// Assign material shader for our floor model, same PBR shader
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floor.materials[0].shader = shader;
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floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
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floor.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
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floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
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floor.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
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floor.materials[0].maps[MATERIAL_MAP_EMISSION].color = BLACK;
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floor.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/road_a.png");
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Texture2D floorTexture=LoadTexture("resources/road_mra.png");
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Image floorImage=LoadImageFromTexture(floorTexture);
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//Using different channels of RMA map for different parameters
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floor.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTextureFromImage(ImageFromChannel(floorImage,1));
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floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTextureFromImage(ImageFromChannel(floorImage,0));
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floor.materials[0].maps[MATERIAL_MAP_OCCLUSION].texture = LoadTextureFromImage(ImageFromChannel(floorImage,2));
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floor.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/road_n.png");
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// Models texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED)
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// NOTE: Material.params[4] are available for generic parameters storage (float)
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Vector2 carTextureTiling = (Vector2){ 0.5f, 0.5f };
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Vector2 floorTextureTiling = (Vector2){ 0.5f, 0.5f };
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// Create some lights
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Light lights[MAX_LIGHTS] = { 0 };
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lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, YELLOW, 4.0f, shader);
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lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, GREEN, 3.3f, shader);
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lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, RED, 8.3f, shader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, BLUE, 2.0f, shader);
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// Setup material texture maps usage in shader
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// NOTE: By default, the texture maps are always used
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int usage = 1;
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SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &usage, SHADER_UNIFORM_INT);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT);
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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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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_ORBITAL);
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//if (IsKeyPressedRepeat(KEY_RIGHT)){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_ONE)) { lights[2].enabled = !lights[2].enabled; }
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if (IsKeyPressed(KEY_TWO)) { lights[1].enabled = !lights[1].enabled; }
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if (IsKeyPressed(KEY_THREE)) { lights[3].enabled = !lights[3].enabled; }
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if (IsKeyPressed(KEY_FOUR)) { lights[0].enabled = !lights[0].enabled; }
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// Update light values on shader (actually, only enable/disable them)
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for (int i = 0; i < MAX_LIGHTS; i++) UpdateLight(shader, lights[i]);
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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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// Set floor model texture tiling and emissive color parameters on shader
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SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2);
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Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
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SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, SHADER_UNIFORM_VEC4);
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DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model
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// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
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SetShaderValue(shader, textureTilingLoc, &carTextureTiling, SHADER_UNIFORM_VEC2);
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Vector4 carEmissiveColor = ColorNormalize(car.materials[0].maps[MATERIAL_MAP_EMISSION].color);
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SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, SHADER_UNIFORM_VEC4);
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float emissiveIntensity = 0.01f;
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SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT);
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DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.25f, WHITE); // Draw car model
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// Draw spheres to show the lights positions
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 };
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if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
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else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
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}
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EndMode3D();
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DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
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DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadImage(floorImage);
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UnloadTexture(floorTexture);
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UnloadImage(carImage);
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UnloadTexture(carTexture);
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// Unbind (disconnect) shader from car.material[0]
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// to avoid UnloadMaterial() trying to unload it automatically
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car.materials[0].shader = (Shader){ 0 };
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UnloadMaterial(car.materials[0]);
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car.materials[0].maps = NULL;
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UnloadModel(car);
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floor.materials[0].shader = (Shader){ 0 };
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UnloadMaterial(floor.materials[0]);
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floor.materials[0].maps = NULL;
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UnloadModel(floor);
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UnloadShader(shader); // Unload Shader
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Create light with provided data
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// NOTE: It updated the global lightCount and it's limited to MAX_LIGHTS
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static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader)
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{
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Light light = { 0 };
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if (lightCount < MAX_LIGHTS)
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{
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light.enabled = 1;
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light.type = type;
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light.position = position;
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light.target = target;
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light.color[0] = (float)color.r/255.0f;
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light.color[1] = (float)color.g/255.0f;
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light.color[2] = (float)color.b/255.0f;
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light.color[3] = (float)color.a/255.0f;
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light.intensity = intensity;
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// NOTE: Shader parameters names for lights must match the requested ones
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light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount));
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light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount));
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light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightCount));
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light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount));
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light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount));
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light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount));
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UpdateLight(shader, light);
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lightCount++;
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}
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return light;
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}
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// Send light properties to shader
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// NOTE: Light shader locations should be available
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static void UpdateLight(Shader shader, Light light)
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{
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SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
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SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
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// Send to shader light position values
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float position[3] = { light.position.x, light.position.y, light.position.z };
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SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
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// Send to shader light target position values
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float target[3] = { light.target.x, light.target.y, light.target.z };
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SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, light.colorLoc, light.color, SHADER_UNIFORM_VEC4);
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SetShaderValue(shader, light.intensityLoc, &light.intensity, SHADER_UNIFORM_FLOAT);
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}
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