add mesh for rendering car lights
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19ca2f28b8
commit
786d18cd75
BIN
assets/ae86_lights.glb
(Stored with Git LFS)
Normal file
BIN
assets/ae86_lights.glb
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -822,7 +822,7 @@ draw :: proc() {
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render.draw_model(car_model, basic_shader.shader, car_matrix)
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render.draw_model(car_model, basic_shader.shader, car_matrix)
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render.draw_point_light(0, 2, rl.Color{255, 255, 255, 69})
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render.draw_mesh_light(assets.get_model(&g_mem.assetman, "assets/ae86_lights.glb"), car_matrix, rl.Color{255, 255, 255, 100})
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}
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}
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{
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{
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@ -1111,6 +1111,8 @@ game_init_window :: proc(args: []string) {
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init_physfs(args)
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init_physfs(args)
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render.init()
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rl.SetConfigFlags({.WINDOW_RESIZABLE, .VSYNC_HINT})
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rl.SetConfigFlags({.WINDOW_RESIZABLE, .VSYNC_HINT})
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rl.InitWindow(1280, 720, "Odin + Raylib + Hot Reload template!")
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rl.InitWindow(1280, 720, "Odin + Raylib + Hot Reload template!")
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rl.SetExitKey(.KEY_NULL)
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rl.SetExitKey(.KEY_NULL)
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@ -27,7 +27,10 @@ draw_model :: proc(model: rl.Model, shader: rl.Shader, transform: rl.Matrix) {
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rl.DrawModel(model, rl.Vector3{}, 1, rl.WHITE)
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rl.DrawModel(model, rl.Vector3{}, 1, rl.WHITE)
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}
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}
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draw_point_light :: proc(pos: rl.Vector3, radius: f32, color: rl.Color) {
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draw_mesh_light :: proc(model: rl.Model, transform: rl.Matrix, color: rl.Color) {
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model := model
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model.transform = transform
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rlgl.DrawRenderBatchActive()
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rlgl.DrawRenderBatchActive()
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gl.Enable(gl.STENCIL_TEST)
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gl.Enable(gl.STENCIL_TEST)
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@ -40,7 +43,7 @@ draw_point_light :: proc(pos: rl.Vector3, radius: f32, color: rl.Color) {
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gl.ColorMask(false, false, false, false)
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gl.ColorMask(false, false, false, false)
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rlgl.SetCullFace(.FRONT)
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rlgl.SetCullFace(.FRONT)
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rl.DrawSphere(pos, radius, color)
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rl.DrawModel(model, {}, 1, color)
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rlgl.DrawRenderBatchActive()
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rlgl.DrawRenderBatchActive()
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}
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}
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@ -51,7 +54,7 @@ draw_point_light :: proc(pos: rl.Vector3, radius: f32, color: rl.Color) {
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gl.ColorMask(true, true, true, true)
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gl.ColorMask(true, true, true, true)
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rlgl.SetCullFace(.BACK)
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rlgl.SetCullFace(.BACK)
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rl.DrawSphere(pos, radius, color)
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rl.DrawModel(model, {}, 1, color)
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rlgl.DrawRenderBatchActive()
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rlgl.DrawRenderBatchActive()
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}
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}
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@ -60,7 +63,7 @@ draw_point_light :: proc(pos: rl.Vector3, radius: f32, color: rl.Color) {
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gl.DepthFunc(gl.GREATER)
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gl.DepthFunc(gl.GREATER)
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rlgl.SetCullFace(.FRONT)
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rlgl.SetCullFace(.FRONT)
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rl.DrawSphere(pos, radius, color)
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rl.DrawModel(model, {}, 1, color)
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rlgl.DrawRenderBatchActive()
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rlgl.DrawRenderBatchActive()
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}
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}
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@ -70,6 +73,4 @@ draw_point_light :: proc(pos: rl.Vector3, radius: f32, color: rl.Color) {
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gl.DepthFunc(gl.LEQUAL)
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gl.DepthFunc(gl.LEQUAL)
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rlgl.EnableDepthMask()
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rlgl.EnableDepthMask()
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// rl.DrawMesh(mesh, rl.LoadMaterialDefault(), transform)
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}
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}
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BIN
src_assets/ae86.blend
(Stored with Git LFS)
BIN
src_assets/ae86.blend
(Stored with Git LFS)
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