Review standard lighting sample -WIP-
It's broken.
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@ -1,14 +1,14 @@
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#version 330
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in vec3 vertexPosition;
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in vec3 vertexNormal;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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out vec4 fragColor;
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uniform mat4 mvp;
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@ -16,8 +16,8 @@ void main()
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{
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fragPosition = vertexPosition;
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = vertexNormal;
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fragColor = vertexColor;
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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@ -97,9 +97,9 @@ int main()
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Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Model model = LoadModel("../models/resources/pbr/trooper.obj"); // Load OBJ model
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Material material;// = LoadStandardMaterial();
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Material material = { 0 };
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material.shader = LoadShader("resources/shaders/glsl330/standard.vs",
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"resources/shaders/glsl330/standard.fs");
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@ -107,13 +107,13 @@ int main()
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// Try to get lights location points (if available)
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GetShaderLightsLocations(material.shader);
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material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
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material.maps[MAP_NORMAL].texture = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
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material.maps[MAP_SPECULAR].texture = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
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material.maps[MAP_DIFFUSE].texture = LoadTexture("../models/resources/pbr/trooper_albedo.png"); // Load model diffuse texture
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material.maps[MAP_NORMAL].texture = LoadTexture("../models/resources/pbr/trooper_normals.png"); // Load model normal texture
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material.maps[MAP_SPECULAR].texture = LoadTexture("../models/resources/pbr/trooper_roughness.png"); // Load model specular texture
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material.maps[MAP_DIFFUSE].color = WHITE;
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material.maps[MAP_SPECULAR].color = WHITE;
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dwarf.material = material; // Apply material to model
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model.material = material; // Apply material to model
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Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
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spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
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@ -135,8 +135,6 @@ int main()
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// NOTE: If values are not changed in real time, they can be set at initialization!!!
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SetShaderLightsValues(material.shader);
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//SetShaderActive(0);
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// Setup orbital camera
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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@ -159,7 +157,7 @@ int main()
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BeginMode3D(camera);
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DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
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DrawModel(model, position, 2.0f, WHITE); // Draw 3d model with texture
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DrawLight(spotLight); // Draw spot light
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DrawLight(dirLight); // Draw directional light
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@ -169,8 +167,6 @@ int main()
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EndMode3D();
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
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DrawFPS(10, 10);
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EndDrawing();
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@ -180,7 +176,7 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadMaterial(material); // Unload material and assigned textures
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UnloadModel(dwarf); // Unload model
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UnloadModel(model); // Unload model
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// Destroy all created lights
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DestroyLight(pointLight);
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