diff options
Diffstat (limited to 'examples/models/models_material_pbr.c')
| -rw-r--r-- | examples/models/models_material_pbr.c | 20 |
1 files changed, 9 insertions, 11 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 0f896f21..8702f79a 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -52,14 +52,12 @@ int main(void) model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f); - // Define lights attributes - // NOTE: Shader is passed to every light on creation to define shader bindings internally - Light lights[MAX_LIGHTS] = { - 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), - 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), - 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), - 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) - }; + // Create lights + // NOTE: Lights are added to an internal lights pool automatically + 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); + 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); + 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); + 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); SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode @@ -113,8 +111,8 @@ int main(void) // NOTE: PBR shader is loaded inside this function static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) { - Material mat = { 0 }; // NOTE: All maps textures are set to { 0 } - + Material mat = LoadMaterialDefault(); // Initialize material to default + #if defined(PLATFORM_DESKTOP) mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs"); #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB @@ -136,7 +134,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) // Set view matrix location mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel"); - mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view"); + //mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view"); mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos"); // Set PBR standard maps |
