Remove dependencies from PBR example (#3649)
* Remove dependencies from PBR example * Reviewed example PR --------- Co-authored-by: Ray <raysan5@gmail.com>
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/**********************************************************************************************
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*
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* raylib.pbr - Some useful functions to deal with pbr materials and lights
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*
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* CONFIGURATION:
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*
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* #define RPBR_IMPLEMENTATION
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* Generates the implementation of the library into the included file.
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad) 2017-2020 Victor Fisac(@victorfisac),Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RPBR_H
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#define RPBR_H
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#include "raylib.h"
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
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#define SHADER_LOC_MAP_MRA SHADER_LOC_MAP_METALNESS //METALLIC, ROUGHNESS and AO
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#define SHADER_LOC_MAP_EMISSIVE SHADER_LOC_MAP_HEIGHT //EMISSIVE
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#define MATERIAL_MAP_MRA MATERIAL_MAP_METALNESS
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#define MATERIAL_MAP_EMISSIVE MATERIAL_MAP_HEIGHT
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#define NULL 0
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#define COLOR_TO_ARRAY(c)
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typedef struct {
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int enabled;
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int type;
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Vector3 position;
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Vector3 target;
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float color[4];
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float intensity;
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int enabledLoc;
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int typeLoc;
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int positionLoc;
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int targetLoc;
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int colorLoc;
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int intensityLoc;
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} PBRLight;
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typedef enum {
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LIGHT_DIRECTIONAL = 0,
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LIGHT_POINT,
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LIGHT_SPOT
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} PBRLightType;
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typedef struct{
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Shader pbrShader;
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Shader skyShader;
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unsigned int cubemap;
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unsigned int irradiance;
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unsigned int prefilter;
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unsigned int brdf;
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int modelMatrixLoc;
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int pbrViewLoc;
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int skyViewLoc;
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int skyResolutionLoc;
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} PBREnvironment;
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typedef enum{
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PBR_COLOR_ALBEDO = 0,
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PBR_COLOR_EMISSIVE
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}PBRColorType;
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typedef enum{
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PBR_VEC2_TILING = 0,
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PBR_VEC2_OFFSET
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}PBRVec2Type;
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typedef enum{
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PBR_PARAM_NORMAL =0,
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PBR_PARAM_METALLIC,
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PBR_PARAM_ROUGHNESS,
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PBR_PARAM_EMISSIVE,
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PBR_PARAM_AO
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}PBRFloatType;
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typedef enum{
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PBR_TEXTURE_ALBEDO = 0,
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PBR_TEXTURE_NORMAL,
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PBR_TEXTURE_MRA,
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PBR_TEXTURE_EMISSIVE
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}PBRTexType;
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// Textures are moved to material from params to pack better and use less textures on the end
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// texture MRAE 4Channel R: Metallic G: Roughness B: A: Ambient Occlusion
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// texEmissive use just one channel, so we have 3 channels still to use if we need
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typedef struct {
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Shader pbrShader;
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float albedo[4];
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float normal;
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float metallic;
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float roughness;
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float ao;
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float emissive[4];
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float ambient[3];
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float emissivePower;
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Texture2D texAlbedo;
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Texture2D texNormal;
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Texture2D texMRA;//r: Metallic g: Roughness b: AO a:Empty
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Texture2D texEmissive; //Emissive Texture
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// Using float4 to store tilling at 1st and 2nd position and offset at 3rd and 4th
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float texTiling[2];
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float texOffset[2];
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int useTexAlbedo;
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int useTexNormal;
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int useTexMRA;
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int useTexEmissive;
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int albedoLoc;
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int normalLoc;
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int metallicLoc;
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int roughnessLoc;
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int aoLoc;
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int emissiveColorLoc;
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int emissivePowerLoc;
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int texTilingLoc;
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int texOffsetLoc;
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int useTexAlbedoLoc;
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int useTexNormalLoc;
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int useTexMRAELoc;
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int useTexEmissiveLoc;
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} PBRMaterial;
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typedef struct{
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Model model;
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PBRMaterial pbrMat;
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}PBRModel;
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#ifdef __cplusplus
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extern "C" {
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#endif
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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// Create a light and get shader locations
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PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color,float intensity, Shader shader);
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// Send light properties to shader
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void PBRLightUpdate(Shader shader, PBRLight light);
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//For now until we do real skylight
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void PBRSetAmbient(Shader shader, Color color, float intensity);
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PBRModel PBRModelLoad(const char *fileName);
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PBRModel PBRModelLoadFromMesh(Mesh mesh);
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void PBRLoadTextures(PBRMaterial *pbrMat,PBRTexType pbrTexType,const char *fileName);
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void UnloadPBRMaterial(PBRMaterial pbrMat);
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void PBRSetColor(PBRMaterial *pbrMat,PBRColorType pbrColorType,Color color);
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void PBRSetVec2(PBRMaterial *pbrMat,PBRVec2Type type,Vector2 value);
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void PBRSetFloat(PBRMaterial *pbrMat, PBRFloatType pbrParamType, float value);
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void PBRMaterialSetup( PBRMaterial *pbrMat,Shader pbrShader, PBREnvironment* environment);
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void PBRSetMaterial(PBRModel* model,PBRMaterial* pbrMat,int matIndex);
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void PBRDrawModel(PBRModel pbrModel, Vector3 position, float scale);
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#ifdef __cplusplus
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}
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#endif
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#endif //RPBR_H
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/***********************************************************************************
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*
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* RPBR IMPLEMENTATION
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*
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************************************************************************************/
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#if defined(RPBR_IMPLEMENTATION)
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static int lightsCount = 0; // Current amount of created lights
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// Create a light and get shader locations
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PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color,float intensity, Shader shader)
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{
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PBRLight light = { 0 };
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if (lightsCount < MAX_LIGHTS)
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{
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light.enabled = 1;
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light.type = type;
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light.position = position;
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light.target = target;
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light.color[0] = (float)color.r/(float)255;
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light.color[1] = (float)color.g/(float)255;
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light.color[2] = (float)color.b/(float)255;
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light.color[3] = (float)color.a/(float)255;
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light.intensity = intensity;
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// NOTE: Lighting shader naming must be the provided ones
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light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount));
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light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount));
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light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount));
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light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount));
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light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount));
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light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightsCount));
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PBRLightUpdate(shader, light);
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lightsCount++;
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}
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return light;
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}
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// Send light properties to shader
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// NOTE: Light shader locations should be available
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void PBRLightUpdate(Shader shader, PBRLight light)
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{
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SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
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SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
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// Send to shader light position values
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float position[3] = { light.position.x, light.position.y, light.position.z };
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SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
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// Send to shader light target position values
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float target[3] = { light.target.x, light.target.y, light.target.z };
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SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, light.colorLoc, light.color, SHADER_UNIFORM_VEC4);
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SetShaderValue(shader, light.intensityLoc, &light.intensity, SHADER_UNIFORM_FLOAT);
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}
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void PBRSetAmbient(Shader shader, Color color, float intensity){
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float col[3] = {color.r/255,color.g/255,color.b/255};
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SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), col, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &intensity, SHADER_UNIFORM_FLOAT);
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}
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void PBRMaterialSetup(PBRMaterial *pbrMat, Shader pbrShader, PBREnvironment* environment){
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pbrMat->pbrShader = pbrShader;
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pbrMat->texAlbedo = (Texture2D){0};
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pbrMat->texNormal = (Texture2D){0};
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pbrMat->texMRA = (Texture2D){0};
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pbrMat->texEmissive = (Texture2D){0};
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//PBRParam
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pbrMat->albedo[0] = 1.0;
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pbrMat->albedo[1] = 1.0;
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pbrMat->albedo[2] = 1.0;
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pbrMat->albedo[3] = 1.0;
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pbrMat->metallic = 0;
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pbrMat->roughness = 0;
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pbrMat->ao = 1.0;
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pbrMat->normal = 1;
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pbrMat->emissive[0] = 0;
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pbrMat->emissive[1] = 0;
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pbrMat->emissive[2] = 0;
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pbrMat->emissive[3] = 0;
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pbrMat->texTiling[0] = 1.0;
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pbrMat->texTiling[1] = 1.0;
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pbrMat->texOffset[0] = 0.0;
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pbrMat->texOffset[1] = 0.0;
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pbrMat->emissivePower = 1.0;
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// Set up PBR shader material locations
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pbrMat->albedoLoc = GetShaderLocation(pbrMat->pbrShader, "albedoColor");
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pbrMat->normalLoc = GetShaderLocation(pbrMat->pbrShader, "normalValue");
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pbrMat->metallicLoc = GetShaderLocation(pbrMat->pbrShader, "metallicValue");
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pbrMat->roughnessLoc = GetShaderLocation(pbrMat->pbrShader, "roughnessValue");
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pbrMat->aoLoc = GetShaderLocation(pbrMat->pbrShader, "aoValue");
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pbrMat->emissiveColorLoc = GetShaderLocation(pbrMat->pbrShader, "emissiveColor");
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pbrMat->emissivePowerLoc = GetShaderLocation(pbrMat->pbrShader, "emissivePower");
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pbrMat->texTilingLoc = GetShaderLocation(pbrMat->pbrShader, "tiling");
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pbrMat->texOffsetLoc = GetShaderLocation(pbrMat->pbrShader, "offset");
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pbrMat->useTexAlbedoLoc = GetShaderLocation(pbrMat->pbrShader, "useTexAlbedo");
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pbrMat->useTexNormalLoc = GetShaderLocation(pbrMat->pbrShader, "useTexNormal");
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pbrMat->useTexMRAELoc = GetShaderLocation(pbrMat->pbrShader, "useTexMRA");
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pbrMat->useTexEmissiveLoc = GetShaderLocation(pbrMat->pbrShader, "useTexEmissive");
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SetShaderValue(pbrMat->pbrShader,pbrMat->albedoLoc,pbrMat->albedo,SHADER_UNIFORM_VEC4);
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SetShaderValue(pbrMat->pbrShader, pbrMat->emissiveColorLoc, pbrMat->emissive, SHADER_UNIFORM_VEC4);
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SetShaderValue(pbrMat->pbrShader, pbrMat->emissivePowerLoc, &pbrMat->emissivePower, SHADER_UNIFORM_FLOAT);
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SetShaderValue(pbrMat->pbrShader,pbrMat->metallicLoc,&pbrMat->metallic,SHADER_UNIFORM_FLOAT);
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SetShaderValue(pbrMat->pbrShader,pbrMat->roughnessLoc,&pbrMat->roughness,SHADER_UNIFORM_FLOAT);
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SetShaderValue(pbrMat->pbrShader,pbrMat->aoLoc,&pbrMat->ao,SHADER_UNIFORM_FLOAT);
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SetShaderValue(pbrMat->pbrShader,pbrMat->normalLoc,&pbrMat->normal,SHADER_UNIFORM_FLOAT);
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SetShaderValue(pbrMat->pbrShader,pbrMat->texTilingLoc,pbrMat->texTiling,SHADER_UNIFORM_VEC2);
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SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,pbrMat->texOffset,SHADER_UNIFORM_VEC2);
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}
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void PBRLoadTextures(PBRMaterial *pbrMat,PBRTexType pbrTexType,const char *fileName){
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if(pbrMat == NULL) return;
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switch(pbrTexType){
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case PBR_TEXTURE_ALBEDO:
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pbrMat->texAlbedo = LoadTexture(fileName);
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pbrMat->useTexAlbedo = 1;
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break;
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case PBR_TEXTURE_MRA:
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pbrMat->texMRA = LoadTexture(fileName);
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pbrMat->useTexMRA = 1;
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break;
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case PBR_TEXTURE_NORMAL:
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pbrMat->texNormal = LoadTexture(fileName);
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pbrMat->useTexNormal = 1;
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break;
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case PBR_TEXTURE_EMISSIVE:
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pbrMat->texEmissive = LoadTexture(fileName);
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pbrMat->useTexEmissive = 1;
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break;
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}
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}
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void UnloadPBRMaterial(PBRMaterial pbrMat){
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if(pbrMat.useTexAlbedo == 1) UnloadTexture(pbrMat.texAlbedo);
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if(pbrMat.useTexNormal == 1) UnloadTexture(pbrMat.texNormal);
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if(pbrMat.useTexMRA == 1) UnloadTexture(pbrMat.texMRA);
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if(pbrMat.useTexEmissive == 1) UnloadTexture(pbrMat.texEmissive);
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}
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void PBRSetColor(PBRMaterial *pbrMat,PBRColorType pbrColorType,Color color){
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if(pbrMat == NULL) return;
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switch(pbrColorType){
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case PBR_COLOR_ALBEDO:
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pbrMat->albedo[0] = (float) color.r / 255;
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pbrMat->albedo[1] = (float) color.g / 255;
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pbrMat->albedo[2] = (float) color.b / 255;
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pbrMat->albedo[3] = (float) color.a / 255;
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SetShaderValue(pbrMat->pbrShader,pbrMat->albedoLoc,pbrMat->albedo,SHADER_UNIFORM_VEC4);
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break;
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case PBR_COLOR_EMISSIVE:
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pbrMat->emissive[0] = (float) color.r / 255;
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pbrMat->emissive[1] = (float) color.g / 255;
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pbrMat->emissive[2] = (float) color.b / 255;
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pbrMat->emissive[3] = (float) color.a / 255;
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SetShaderValue(pbrMat->pbrShader, pbrMat->emissiveColorLoc, pbrMat->emissive, SHADER_UNIFORM_VEC4);
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break;
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}
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}
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void PBRSetFloat(PBRMaterial *pbrMat, PBRFloatType pbrParamType, float value){
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if(pbrMat == NULL) return;
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switch(pbrParamType){
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case PBR_PARAM_METALLIC:
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pbrMat->metallic = value;
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SetShaderValue(pbrMat->pbrShader,pbrMat->metallicLoc,&pbrMat->metallic,SHADER_UNIFORM_FLOAT);
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break;
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case PBR_PARAM_ROUGHNESS:
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pbrMat->roughness = value;
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SetShaderValue(pbrMat->pbrShader,pbrMat->roughnessLoc,&pbrMat->roughness,SHADER_UNIFORM_FLOAT);
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break;
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case PBR_PARAM_NORMAL:
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pbrMat->normal = value;
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SetShaderValue(pbrMat->pbrShader,pbrMat->normalLoc,&pbrMat->normal,SHADER_UNIFORM_FLOAT);
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break;
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case PBR_PARAM_AO:
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pbrMat->ao = value;
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SetShaderValue(pbrMat->pbrShader,pbrMat->aoLoc,&pbrMat->ao,SHADER_UNIFORM_FLOAT);
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break;
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case PBR_PARAM_EMISSIVE:
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pbrMat->emissivePower = value;
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SetShaderValue(pbrMat->pbrShader,pbrMat->emissivePowerLoc,&pbrMat->emissivePower,SHADER_UNIFORM_FLOAT);
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break;
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}
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}
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void PBRSetVec2(PBRMaterial *pbrMat,PBRVec2Type type,Vector2 value){
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switch(type){
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case PBR_VEC2_TILING:
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pbrMat->texTiling[0] = value.x;
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pbrMat->texTiling[1] = value.y;
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SetShaderValue(pbrMat->pbrShader,pbrMat->texTilingLoc,&pbrMat->texTiling,SHADER_UNIFORM_VEC2);
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break;
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case PBR_VEC2_OFFSET:
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pbrMat->texOffset[0] = value.x;
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pbrMat->texOffset[1] = value.y;
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SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,&pbrMat->texOffset,SHADER_UNIFORM_VEC2);
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break;
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}
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}
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void PBRSetMaterial(PBRModel* model,PBRMaterial* pbrMat,int matIndex){
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model->pbrMat = *pbrMat;
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model->model.materials[matIndex].shader = model->pbrMat.pbrShader;
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pbrMat->pbrShader.locs[SHADER_LOC_MAP_MRA] = GetShaderLocation(pbrMat->pbrShader, "mraMap");
|
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pbrMat->pbrShader.locs[SHADER_LOC_MAP_EMISSIVE] = GetShaderLocation(pbrMat->pbrShader, "emissiveMap");
|
||||
pbrMat->pbrShader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(pbrMat->pbrShader, "normalMap");
|
||||
|
||||
if(pbrMat->useTexAlbedo) {
|
||||
model->model.materials[matIndex].maps[MATERIAL_MAP_ALBEDO].texture = pbrMat->texAlbedo;
|
||||
}
|
||||
if(pbrMat->useTexMRA) {
|
||||
model->model.materials[matIndex].maps[MATERIAL_MAP_MRA].texture = pbrMat->texMRA;
|
||||
}
|
||||
if(pbrMat->useTexNormal) {
|
||||
model->model.materials[matIndex].maps[MATERIAL_MAP_NORMAL].texture = pbrMat->texNormal;
|
||||
}
|
||||
if(pbrMat->useTexEmissive) {
|
||||
model->model.materials[matIndex].maps[MATERIAL_MAP_EMISSIVE].texture = pbrMat->texEmissive;
|
||||
}
|
||||
|
||||
SetShaderValue(pbrMat->pbrShader,pbrMat->useTexAlbedoLoc,&pbrMat->useTexAlbedo,SHADER_UNIFORM_INT);
|
||||
SetShaderValue(pbrMat->pbrShader,pbrMat->useTexNormalLoc,&pbrMat->useTexNormal,SHADER_UNIFORM_INT);
|
||||
SetShaderValue(pbrMat->pbrShader, pbrMat->useTexMRAELoc, &pbrMat->useTexMRA, SHADER_UNIFORM_INT);
|
||||
SetShaderValue(pbrMat->pbrShader, pbrMat->useTexEmissiveLoc, &pbrMat->useTexEmissive, SHADER_UNIFORM_INT);
|
||||
}
|
||||
|
||||
void PBRDrawModel(PBRModel pbrModel, Vector3 position, float scale){
|
||||
PBRMaterial *pbrMat = &pbrModel.pbrMat;
|
||||
SetShaderValue(pbrMat->pbrShader,pbrMat->albedoLoc,pbrMat->albedo,SHADER_UNIFORM_VEC4);
|
||||
SetShaderValue(pbrMat->pbrShader, pbrMat->emissiveColorLoc, pbrMat->emissive, SHADER_UNIFORM_VEC4);
|
||||
SetShaderValue(pbrMat->pbrShader,pbrMat->metallicLoc,&pbrMat->metallic,SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(pbrMat->pbrShader,pbrMat->roughnessLoc,&pbrMat->roughness,SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(pbrMat->pbrShader,pbrMat->aoLoc,&pbrMat->ao,SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(pbrMat->pbrShader,pbrMat->normalLoc,&pbrMat->normal,SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(pbrMat->pbrShader,pbrMat->texTilingLoc,pbrMat->texTiling,SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,pbrMat->texOffset,SHADER_UNIFORM_VEC2);
|
||||
|
||||
SetShaderValue(pbrMat->pbrShader,pbrMat->useTexAlbedoLoc,&pbrMat->useTexAlbedo,SHADER_UNIFORM_INT);
|
||||
SetShaderValue(pbrMat->pbrShader,pbrMat->useTexNormalLoc,&pbrMat->useTexNormal,SHADER_UNIFORM_INT);
|
||||
SetShaderValue(pbrMat->pbrShader, pbrMat->useTexMRAELoc, &pbrMat->useTexMRA, SHADER_UNIFORM_INT);
|
||||
SetShaderValue(pbrMat->pbrShader, pbrMat->useTexEmissiveLoc, &pbrMat->useTexEmissive, SHADER_UNIFORM_INT);
|
||||
|
||||
DrawModel(pbrModel.model,position,scale,WHITE);
|
||||
}
|
||||
|
||||
PBRModel PBRModelLoad(const char *fileName){
|
||||
PBRModel pbrModel = (PBRModel){0};
|
||||
pbrModel.model = LoadModel(fileName);
|
||||
return pbrModel;
|
||||
}
|
||||
|
||||
PBRModel PBRModelLoadFromMesh(Mesh mesh){
|
||||
PBRModel pbrModel = (PBRModel){0};
|
||||
pbrModel.model = LoadModelFromMesh(mesh);
|
||||
return pbrModel;
|
||||
}
|
||||
#endif // RPBR_IMPLEMENTATION
|
@ -19,15 +19,45 @@
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
|
||||
#define RPBR_IMPLEMENTATION
|
||||
#include "rpbr.h"
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 120
|
||||
#endif
|
||||
|
||||
#include <stdlib.h> // Required for: NULL
|
||||
|
||||
#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
|
||||
int lightsCount; // Current number of dynamic lights that have been created
|
||||
|
||||
typedef struct {
|
||||
int enabled;
|
||||
int type;
|
||||
Vector3 position;
|
||||
Vector3 target;
|
||||
float color[4];
|
||||
float intensity;
|
||||
|
||||
int enabledLoc;
|
||||
int typeLoc;
|
||||
int positionLoc;
|
||||
int targetLoc;
|
||||
int colorLoc;
|
||||
int intensityLoc;
|
||||
} PBRLight;
|
||||
|
||||
typedef enum {
|
||||
LIGHT_DIRECTIONAL = 0,
|
||||
LIGHT_POINT,
|
||||
LIGHT_SPOT
|
||||
} PBRLightType;
|
||||
|
||||
// Create a light and get shader locations
|
||||
PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader);
|
||||
|
||||
// Send light properties to shader
|
||||
// NOTE: Light shader locations should be available
|
||||
void PBRLightUpdate(Shader shader, PBRLight light);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main Entry Point
|
||||
@ -53,44 +83,69 @@ int main()
|
||||
|
||||
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs",GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/pbr.fs",GLSL_VERSION));
|
||||
|
||||
|
||||
|
||||
PBRModel model = PBRModelLoad("resources/models/old_car_new.glb");
|
||||
//if we use obj file formator if model doesn't have tangents we have to calculate MeshTangents
|
||||
//by using raylib function GenMeshTangents(mesh) for example: obj file doesn't support tangents
|
||||
//GenMeshTangents(&model.model.meshes[0]);
|
||||
|
||||
PBRMaterial model_mat = (PBRMaterial){0};
|
||||
PBRMaterialSetup(&model_mat, shader, NULL); //environment = NULL for now
|
||||
PBRLoadTextures(&model_mat, PBR_TEXTURE_ALBEDO, "resources/old_car_d.png");
|
||||
PBRLoadTextures(&model_mat, PBR_TEXTURE_MRA, "resources/old_car_mra.png");
|
||||
PBRLoadTextures(&model_mat, PBR_TEXTURE_NORMAL, "resources/old_car_n.png");
|
||||
PBRLoadTextures(&model_mat, PBR_TEXTURE_EMISSIVE, "resources/old_car_e.png");
|
||||
PBRSetColor(&model_mat,PBR_COLOR_EMISSIVE, (Color){255,162,0,255});
|
||||
PBRSetVec2(&model_mat, PBR_VEC2_TILING,(Vector2){0.5,0.5});
|
||||
PBRSetMaterial(&model,&model_mat,0);
|
||||
|
||||
PBRModel floor = PBRModelLoad("resources/models/plane.glb");
|
||||
|
||||
PBRMaterial floor_mat = (PBRMaterial){0};
|
||||
PBRMaterialSetup(&floor_mat, shader, NULL);
|
||||
PBRLoadTextures(&floor_mat, PBR_TEXTURE_ALBEDO, "resources/road_a.png");
|
||||
PBRLoadTextures(&floor_mat, PBR_TEXTURE_MRA, "resources/road_mra.png");
|
||||
PBRLoadTextures(&floor_mat, PBR_TEXTURE_NORMAL, "resources/road_n.png");
|
||||
PBRSetVec2(&floor_mat, PBR_VEC2_TILING,(Vector2){0.5,0.5});
|
||||
PBRSetMaterial(&floor,&floor_mat,0);
|
||||
shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(shader, "albedoMap");
|
||||
// In reality, metalness, roughness, and ambient occlusion are all packed into the MRA texture
|
||||
// We'll pass it in as the metalness map
|
||||
shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap");
|
||||
shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
|
||||
// Similarly to the MRA map, the emissive map packs different information into a single texture
|
||||
// This map stores both height and emission in reality
|
||||
shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap");
|
||||
shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor");
|
||||
|
||||
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
||||
int numOfLightsLoc = GetShaderLocation(shader, "numOfLights");
|
||||
int numOfLights = 4;
|
||||
SetShaderValue(shader, numOfLightsLoc, &numOfLights, SHADER_UNIFORM_INT);
|
||||
|
||||
Color ambCol = (Color){26,32,135,255};
|
||||
Color ambCol = (Color){ 26,32,135,255 };
|
||||
Vector3 ambColNormalized = (Vector3){ ambCol.r / 255.0f, ambCol.g / 255.0f, ambCol.b / 255.0f };
|
||||
float ambIntens = 0.02;
|
||||
|
||||
int albedoLoc = GetShaderLocation(shader, "albedo");
|
||||
PBRSetAmbient(shader,ambCol,ambIntens);
|
||||
int ambColLoc = GetShaderLocation(shader, "ambientColor");
|
||||
int ambLoc = GetShaderLocation(shader, "ambient");
|
||||
SetShaderValue(shader, ambColLoc, &ambColNormalized, SHADER_UNIFORM_VEC3);
|
||||
SetShaderValue(shader, ambLoc, &ambIntens, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
|
||||
int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
|
||||
int textureTilingLoc = GetShaderLocation(shader, "tiling");
|
||||
|
||||
Model model = LoadModel("resources/models/old_car_new.glb");
|
||||
// If the OBJ file format is used, we will have to generate tangents manually:
|
||||
// GenMeshTangents(&model.meshes[0]);
|
||||
|
||||
model.materials[0].shader = shader;
|
||||
|
||||
model.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
|
||||
model.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
|
||||
model.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
|
||||
model.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
|
||||
model.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 };
|
||||
|
||||
model.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png");
|
||||
model.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png");
|
||||
model.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png");
|
||||
model.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png");
|
||||
// We store tiling parameters in the generic parameter slots in the Material class
|
||||
Vector2 modelTiling = (Vector2){ 0.5f, 0.5f };
|
||||
|
||||
Model floor = LoadModel("resources/models/plane.glb");
|
||||
|
||||
floor.materials[0].shader = shader;
|
||||
|
||||
floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
|
||||
floor.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
|
||||
floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
|
||||
floor.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
|
||||
floor.materials[0].maps[MATERIAL_MAP_EMISSION].color = BLACK;
|
||||
|
||||
floor.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/road_a.png");
|
||||
floor.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/road_mra.png");
|
||||
floor.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/road_n.png");
|
||||
|
||||
Vector2 floorTiling = (Vector2){ 0.5f, 0.5f };
|
||||
|
||||
// Create lights
|
||||
PBRLight lights[MAX_LIGHTS] = { 0 };
|
||||
@ -98,7 +153,13 @@ int main()
|
||||
lights[1] = PBRLightCreate(LIGHT_POINT, (Vector3){ 2, 1, 1 }, (Vector3){0,0,0}, GREEN,3.3, shader);
|
||||
lights[2] = PBRLightCreate(LIGHT_POINT, (Vector3){ -2, 1, 1 }, (Vector3){0,0,0}, RED,8.3, shader);
|
||||
lights[3] = PBRLightCreate(LIGHT_POINT, (Vector3){ 1, 1, -2 }, (Vector3){0,0,0}, BLUE,2, shader);
|
||||
SetShaderValueV(shader, GetShaderLocation(shader, "lights"), lights, SHADER_UNIFORM_FLOAT, numOfLights);
|
||||
|
||||
// The textures are always used
|
||||
int one = 1;
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &one, SHADER_UNIFORM_INT);
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &one, SHADER_UNIFORM_INT);
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &one, SHADER_UNIFORM_INT);
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &one, SHADER_UNIFORM_INT);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second-------------------------------------------------------------
|
||||
|
||||
@ -122,32 +183,45 @@ int main()
|
||||
|
||||
// Update light values (actually, only enable/disable them)
|
||||
for (int i = 0; i < MAX_LIGHTS; i++) PBRLightUpdate(shader, lights[i]);
|
||||
emissiveCnt--;
|
||||
if(emissiveCnt<=0){
|
||||
emissiveCnt = GetRandomValue(0,20);
|
||||
PBRSetFloat(&model_mat,PBR_PARAM_EMISSIVE,(float)GetRandomValue(0,100)/100);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
SetShaderValue(shader, textureTilingLoc, &floorTiling, SHADER_UNIFORM_VEC2);
|
||||
Vector4 floorEmission = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
|
||||
SetShaderValue(shader, emissiveColorLoc, &floorEmission, SHADER_UNIFORM_VEC4);
|
||||
DrawModel(floor, (Vector3){0,0,0}, 5.0f, WHITE);
|
||||
|
||||
PBRDrawModel(floor, (Vector3){0,0,0}, 5.0f);
|
||||
PBRDrawModel(model, (Vector3) {0, 0.0, 0}, 0.005);
|
||||
emissiveCnt--;
|
||||
if (emissiveCnt <= 0)
|
||||
{
|
||||
emissiveCnt = GetRandomValue(0, 20);
|
||||
float intensity = (float)GetRandomValue(0, 100) / 100;
|
||||
SetShaderValue(shader, emissiveIntensityLoc, &intensity, SHADER_UNIFORM_FLOAT);
|
||||
}
|
||||
SetShaderValue(shader, textureTilingLoc, &modelTiling, SHADER_UNIFORM_VEC2);
|
||||
Vector4 modelEmission = ColorNormalize(model.materials[0].maps[MATERIAL_MAP_EMISSION].color);
|
||||
SetShaderValue(shader, emissiveColorLoc, &modelEmission, SHADER_UNIFORM_VEC4);
|
||||
DrawModel(model, (Vector3) {0, 0.0, 0}, 0.005, WHITE);
|
||||
|
||||
// Draw spheres to show where the lights are
|
||||
for (int i = 0; i < MAX_LIGHTS; i++) {
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
Color col = (Color) {lights[i].color[0] * 255, lights[i].color[1] * 255, lights[i].color[2] * 255,
|
||||
lights[i].color[3] * 255};
|
||||
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, col);
|
||||
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(col, 0.3f));
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, GRAY);
|
||||
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
@ -157,15 +231,65 @@ int main()
|
||||
//--------------------------------------------------------------------------------------
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
UnloadModel(floor.model); // Unload model
|
||||
UnloadModel(model.model); // Unload model
|
||||
model.materials[0].shader = (Shader){ 0 };
|
||||
floor.materials[0].shader = (Shader){ 0 };
|
||||
UnloadMaterial(model.materials[0]);
|
||||
UnloadMaterial(floor.materials[0]);
|
||||
model.materials[0].maps = NULL;
|
||||
floor.materials[0].maps = NULL;
|
||||
UnloadModel(floor); // Unload model
|
||||
UnloadModel(model); // Unload model
|
||||
UnloadShader(shader); // Unload Shader
|
||||
UnloadPBRMaterial(floor_mat); // Unload PBRMaterial
|
||||
UnloadPBRMaterial(model_mat); // Unload PBRMaterial
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader)
|
||||
{
|
||||
PBRLight light = { 0 };
|
||||
|
||||
if (lightsCount < MAX_LIGHTS)
|
||||
{
|
||||
light.enabled = 1;
|
||||
light.type = type;
|
||||
light.position = position;
|
||||
light.target = target;
|
||||
light.color[0] = (float)color.r / (float)255;
|
||||
light.color[1] = (float)color.g / (float)255;
|
||||
light.color[2] = (float)color.b / (float)255;
|
||||
light.color[3] = (float)color.a / (float)255;
|
||||
light.intensity = intensity;
|
||||
// NOTE: Lighting shader naming must be the provided ones
|
||||
light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount));
|
||||
light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount));
|
||||
light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount));
|
||||
light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount));
|
||||
light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount));
|
||||
light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightsCount));
|
||||
PBRLightUpdate(shader, light);
|
||||
|
||||
lightsCount++;
|
||||
}
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
// Send light properties to shader
|
||||
// NOTE: Light shader locations should be available
|
||||
void PBRLightUpdate(Shader shader, PBRLight light)
|
||||
{
|
||||
SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
|
||||
SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
|
||||
// Send to shader light position values
|
||||
float position[3] = { light.position.x, light.position.y, light.position.z };
|
||||
SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
|
||||
|
||||
// Send to shader light target position values
|
||||
float target[3] = { light.target.x, light.target.y, light.target.z };
|
||||
SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
|
||||
SetShaderValue(shader, light.colorLoc, light.color, SHADER_UNIFORM_VEC4);
|
||||
SetShaderValue(shader, light.intensityLoc, &light.intensity, SHADER_UNIFORM_FLOAT);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user