Review example crashing
Note this example is not working properly, it still requires some review.
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@ -52,14 +52,12 @@ int main(void)
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model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
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// Define lights attributes
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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.materials[0].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.materials[0].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.materials[0].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.materials[0].shader)
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};
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// Create lights
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// NOTE: Lights are added to an internal lights pool automatically
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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.materials[0].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.materials[0].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.materials[0].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.materials[0].shader);
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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@ -113,8 +111,8 @@ int main(void)
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// NOTE: PBR shader is loaded inside this function
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static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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{
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Material mat = { 0 }; // NOTE: All maps textures are set to { 0 }
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Material mat = LoadMaterialDefault(); // Initialize material to default
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#if defined(PLATFORM_DESKTOP)
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mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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@ -136,7 +134,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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// Set view matrix location
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mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
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mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
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//mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
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mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
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// Set PBR standard maps
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@ -33,6 +33,8 @@
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#ifndef RLIGHTS_H
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#define RLIGHTS_H
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#include "raylib.h"
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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@ -65,16 +67,11 @@ typedef struct {
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extern "C" { // Prevents name mangling of functions
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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int lightsCount = 0; // Current amount of created lights
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader); // Defines a light and get locations from PBR shader
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void UpdateLightValues(Shader shader, Light light); // Send to PBR shader light values
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void CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader); // Defines a light and get locations from PBR shader
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void UpdateLightValues(Shader shader, Light light); // Send to PBR shader light values
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#ifdef __cplusplus
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}
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@ -106,7 +103,8 @@ void UpdateLightValues(Shader shader, Light light);
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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// ...
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static Light lights[MAX_LIGHTS] = { 0 };
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static int lightsCount = 0; // Current amount of created lights
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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@ -118,7 +116,7 @@ void UpdateLightValues(Shader shader, Light light);
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//----------------------------------------------------------------------------------
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// Defines a light and get locations from PBR shader
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Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader)
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void CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader)
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{
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Light light = { 0 };
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@ -148,10 +146,10 @@ Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shade
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light.colorLoc = GetShaderLocation(shader, colorName);
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UpdateLightValues(shader, light);
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lights[lightsCount] = light;
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lightsCount++;
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}
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return light;
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}
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// Send to PBR shader light values
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