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Diffstat (limited to 'docs/examples/src/shaders_standard_lighting.c')
| -rw-r--r-- | docs/examples/src/shaders_standard_lighting.c | 120 |
1 files changed, 0 insertions, 120 deletions
diff --git a/docs/examples/src/shaders_standard_lighting.c b/docs/examples/src/shaders_standard_lighting.c deleted file mode 100644 index e539ec47..00000000 --- a/docs/examples/src/shaders_standard_lighting.c +++ /dev/null @@ -1,120 +0,0 @@ -/******************************************************************************************* -* -* raylib [shaders] example - Standard lighting (materials and lights) -* -* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, -* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. -* -* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example -* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders -* raylib comes with shaders ready for both versions, check raylib/shaders install folder -* -* This example has been created using raylib 1.3 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Copyright (c) 2016 Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -int main() -{ - // Initialization - //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; - - SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) - - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader"); - - // Define the camera to look into our 3d world - Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; - Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - - Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model - - Material material = LoadStandardMaterial(); - - material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture - material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture - material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture - material.colDiffuse = WHITE; - material.colAmbient = (Color){0, 0, 10, 255}; - material.colSpecular = WHITE; - material.glossiness = 50.0f; - - dwarf.material = material; // Apply material to model - - Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255}); - spotLight->target = (Vector3){0.0f, 0.0f, 0.0f}; - spotLight->intensity = 2.0f; - spotLight->diffuse = (Color){255, 100, 100, 255}; - spotLight->coneAngle = 60.0f; - - Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255}); - dirLight->target = (Vector3){1.0f, -2.0f, -2.0f}; - dirLight->intensity = 2.0f; - dirLight->diffuse = (Color){100, 255, 100, 255}; - - Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255}); - pointLight->intensity = 2.0f; - pointLight->diffuse = (Color){100, 100, 255, 255}; - pointLight->radius = 3.0f; - - // Setup orbital camera - SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode - - SetTargetFPS(60); // Set our game to run at 60 frames-per-second - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - UpdateCamera(&camera); // Update camera - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - Begin3dMode(camera); - - DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture - - DrawLight(spotLight); // Draw spot light - DrawLight(dirLight); // Draw directional light - DrawLight(pointLight); // Draw point light - - DrawGrid(10, 1.0f); // Draw a grid - - End3dMode(); - - DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY); - - DrawFPS(10, 10); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadMaterial(material); // Unload material and assigned textures - UnloadModel(dwarf); // Unload model - - // Destroy all created lights - DestroyLight(pointLight); - DestroyLight(dirLight); - DestroyLight(spotLight); - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -}
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