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-/*******************************************************************************************
-*
-* 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;
-} \ No newline at end of file