diff options
| author | Ray <[email protected]> | 2021-03-14 13:10:05 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-03-14 13:10:05 +0100 |
| commit | 06c815f05810fb2a72356d19f9cac218ca977892 (patch) | |
| tree | b8e08779a8374cb641c5246c55475f88e263704a /examples/web/models | |
| parent | 421c4e4cd85310bef3a8f79f89d23e3a1eac9668 (diff) | |
| download | raylib.com-06c815f05810fb2a72356d19f9cac218ca977892.tar.gz raylib.com-06c815f05810fb2a72356d19f9cac218ca977892.zip | |
Updated examples after enum values rename
Diffstat (limited to 'examples/web/models')
| -rw-r--r-- | examples/web/models/models_cubicmap.c | 2 | ||||
| -rw-r--r-- | examples/web/models/models_first_person_maze.c | 2 | ||||
| -rw-r--r-- | examples/web/models/models_heightmap.c | 2 | ||||
| -rw-r--r-- | examples/web/models/models_loading.c | 6 | ||||
| -rw-r--r-- | examples/web/models/models_material_pbr.c | 68 | ||||
| -rw-r--r-- | examples/web/models/models_mesh_generation.c | 2 | ||||
| -rw-r--r-- | examples/web/models/models_mesh_picking.c | 2 | ||||
| -rw-r--r-- | examples/web/models/models_yaw_pitch_roll.c | 4 |
8 files changed, 44 insertions, 44 deletions
diff --git a/examples/web/models/models_cubicmap.c b/examples/web/models/models_cubicmap.c index fede958..1ef04e1 100644 --- a/examples/web/models/models_cubicmap.c +++ b/examples/web/models/models_cubicmap.c @@ -51,7 +51,7 @@ int main(void) // NOTE: By default each cube is mapped to one part of texture atlas Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture - model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture + model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM diff --git a/examples/web/models/models_first_person_maze.c b/examples/web/models/models_first_person_maze.c index 9aae811..d9e3edb 100644 --- a/examples/web/models/models_first_person_maze.c +++ b/examples/web/models/models_first_person_maze.c @@ -60,7 +60,7 @@ int main(void) // NOTE: By default each cube is mapped to one part of texture atlas texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture - model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture + model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture // Get map image data to be used for collision detection mapPixels = LoadImageColors(imMap); diff --git a/examples/web/models/models_heightmap.c b/examples/web/models/models_heightmap.c index df65b85..c048961 100644 --- a/examples/web/models/models_heightmap.c +++ b/examples/web/models/models_heightmap.c @@ -48,7 +48,7 @@ int main(void) Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM) model = LoadModelFromMesh(mesh); // Load model from generated mesh - model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture + model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM diff --git a/examples/web/models/models_loading.c b/examples/web/models/models_loading.c index d438d1f..54ebcd9 100644 --- a/examples/web/models/models_loading.c +++ b/examples/web/models/models_loading.c @@ -66,7 +66,7 @@ int main(void) model = LoadModel("resources/models/castle.obj"); // Load model texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture - model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture + model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds @@ -122,7 +122,7 @@ void UpdateDrawFrame(void) { UnloadModel(model); // Unload previous model model = LoadModel(droppedFiles[0]); // Load new model - model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set current map diffuse texture + model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set current map diffuse texture bounds = MeshBoundingBox(model.meshes[0]); @@ -133,7 +133,7 @@ void UpdateDrawFrame(void) // Unload current model texture and load new one UnloadTexture(texture); texture = LoadTexture(droppedFiles[0]); - model.materials[0].maps[MAP_DIFFUSE].texture = texture; + model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; } } diff --git a/examples/web/models/models_material_pbr.c b/examples/web/models/models_material_pbr.c index ad89d92..5692653 100644 --- a/examples/web/models/models_material_pbr.c +++ b/examples/web/models/models_material_pbr.c @@ -102,7 +102,7 @@ void UpdateDrawFrame(void) // Send to material PBR shader camera view position float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; - SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, 3); + SetShaderValue(model.material.shader, model.material.shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, 3); //---------------------------------------------------------------------------------- // Draw @@ -138,28 +138,28 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) // Get required locations points for PBR material // NOTE: Those location names must be available and used in the shader code - mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler"); - mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler"); - mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler"); - mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler"); - mat.shader.locs[LOC_MAP_OCCUSION] = GetShaderLocation(mat.shader, "occlusion.sampler"); - //mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler"); - //mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler"); - mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap"); - mat.shader.locs[LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap"); - mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT"); + mat.shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler"); + mat.shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler"); + mat.shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler"); + mat.shader.locs[SHADER_LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler"); + mat.shader.locs[SHADER_LOC_MAP_OCCUSION] = GetShaderLocation(mat.shader, "occlusion.sampler"); + //mat.shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler"); + //mat.shader.locs[SHADER_LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler"); + mat.shader.locs[SHADER_LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap"); + mat.shader.locs[SHADER_LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap"); + mat.shader.locs[SHADER_LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT"); // Set view matrix location - mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "mMatrix"); - mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view"); - mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos"); + mat.shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "mMatrix"); + mat.shader.locs[SHADER_LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view"); + mat.shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos"); // Set PBR standard maps - mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png"); - mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png"); - mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png"); - mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png"); - mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png"); + mat.maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png"); + mat.maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png"); + mat.maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png"); + mat.maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png"); + mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png"); // Set environment maps #define PATH_CUBEMAP_VS "resources/shaders/cubemap.vs" // Path to equirectangular to cubemap vertex shader @@ -182,9 +182,9 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) Texture2D texHDR = LoadTexture("resources/pinetree.hdr"); Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE); - mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); - mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); - mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE); + mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); + mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); + mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE); UnloadTexture(cubemap); UnloadTexture(texHDR); @@ -195,11 +195,11 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) UnloadShader(shdrBRDF); // Set textures filtering for better quality - SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR); + SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, FILTER_BILINEAR); + SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, FILTER_BILINEAR); + SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, FILTER_BILINEAR); + SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, FILTER_BILINEAR); + SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, FILTER_BILINEAR); // Enable sample usage in shader for assigned textures SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, 1); @@ -212,13 +212,13 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1); // Set up material properties color - mat.maps[MAP_ALBEDO].color = albedo; - mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 }; - mat.maps[MAP_METALNESS].value = metalness; - mat.maps[MAP_ROUGHNESS].value = roughness; - mat.maps[MAP_OCCLUSION].value = 1.0f; - mat.maps[MAP_EMISSION].value = 0.5f; - mat.maps[MAP_HEIGHT].value = 0.5f; + mat.maps[MATERIAL_MAP_ALBEDO].color = albedo; + mat.maps[MATERIAL_MAP_NORMAL].color = (Color){ 128, 128, 255, 255 }; + mat.maps[MATERIAL_MAP_METALNESS].value = metalness; + mat.maps[MATERIAL_MAP_ROUGHNESS].value = roughness; + mat.maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; + mat.maps[MATERIAL_MAP_EMISSION].value = 0.5f; + mat.maps[MATERIAL_MAP_HEIGHT].value = 0.5f; return mat; }
\ No newline at end of file diff --git a/examples/web/models/models_mesh_generation.c b/examples/web/models/models_mesh_generation.c index 862d030..9ebe5f6 100644 --- a/examples/web/models/models_mesh_generation.c +++ b/examples/web/models/models_mesh_generation.c @@ -62,7 +62,7 @@ int main(void) models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f)); // Set checked texture as default diffuse component for all models material - for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MAP_DIFFUSE].texture = texture; + for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode diff --git a/examples/web/models/models_mesh_picking.c b/examples/web/models/models_mesh_picking.c index edcbae7..c73701b 100644 --- a/examples/web/models/models_mesh_picking.c +++ b/examples/web/models/models_mesh_picking.c @@ -70,7 +70,7 @@ int main(void) tower = LoadModel("resources/models/turret.obj"); // Load OBJ model texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture - tower.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture + tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture towerBBox = MeshBoundingBox(tower.meshes[0]); // Get mesh bounding box diff --git a/examples/web/models/models_yaw_pitch_roll.c b/examples/web/models/models_yaw_pitch_roll.c index bdc983f..1c5dd98 100644 --- a/examples/web/models/models_yaw_pitch_roll.c +++ b/examples/web/models/models_yaw_pitch_roll.c @@ -65,9 +65,9 @@ int main(void) // Model loading model = LoadModel("resources/plane.obj"); // Load OBJ model - model.materials[0].maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture + model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture - GenTextureMipmaps(&model.materials[0].maps[MAP_DIFFUSE].texture); + GenTextureMipmaps(&model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture); camera.position = (Vector3){ 0.0f, 60.0f, -120.0f };// Camera position perspective camera.target = (Vector3){ 0.0f, 12.0f, 0.0f }; // Camera looking at point |
