Removed useless functions

SetMaterialTexture() and UnsetMaterialTexture()... too shader
dependant...
This commit is contained in:
raysan5 2017-07-20 14:27:17 +02:00
parent 52cd5c6324
commit 4c06725461
2 changed files with 21 additions and 111 deletions

View File

@ -111,8 +111,8 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
mat.shader.locs[LOC_MAP_OCCUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
//mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
//mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
mat.shader.locs[LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
@ -122,19 +122,18 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
// Set PBR standard maps
SetMaterialTexture(&mat, MAP_ALBEDO, LoadTexture("resources/pbr/trooper_albedo.png"));
SetMaterialTexture(&mat, MAP_NORMAL, LoadTexture("resources/pbr/trooper_normals.png"));
SetMaterialTexture(&mat, MAP_METALNESS, LoadTexture("resources/pbr/trooper_metalness.png"));
SetMaterialTexture(&mat, MAP_ROUGHNESS, LoadTexture("resources/pbr/trooper_roughness.png"));
SetMaterialTexture(&mat, MAP_OCCLUSION, LoadTexture("resources/pbr/trooper_ao.png"));
// Set PBR standard maps
mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
// Set environment maps
#define PATH_CUBEMAP_VS "resources/shaders/cubemap.vs" // Path to equirectangular to cubemap vertex shader
#define PATH_CUBEMAP_FS "resources/shaders/cubemap.fs" // Path to equirectangular to cubemap fragment shader
#define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
#define PATH_IRRADIANCE_FS "resources/shaders/irradiance.fs" // Path to irradiance (GI) calculation fragment shader
#define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
#define PATH_PREFILTER_FS "resources/shaders/prefilter.fs" // Path to reflection prefilter calculation fragment shader
#define PATH_BRDF_VS "resources/shaders/brdf.vs" // Path to bidirectional reflectance distribution function vertex shader
#define PATH_BRDF_FS "resources/shaders/brdf.fs" // Path to bidirectional reflectance distribution function fragment shader
@ -146,9 +145,9 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
SetMaterialTexture(&mat, MAP_IRRADIANCE, GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE));
SetMaterialTexture(&mat, MAP_PREFILTER, GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE));
SetMaterialTexture(&mat, MAP_BRDF, GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE));
mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE);
UnloadTexture(cubemap);
UnloadTexture(texHDR);
@ -164,6 +163,13 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
// Enable sample usage in shader for assigned textures
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, 1);
int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1);
@ -177,4 +183,4 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
mat.maps[MAP_HEIGHT].value = 0.5f;
return mat;
}
}

View File

@ -592,8 +592,6 @@ Model LoadModel(const char *fileName)
model.mesh = LoadMesh(fileName);
model.transform = MatrixIdentity();
model.material = LoadMaterialDefault();
rlLoadMesh(&model.mesh, false); // Upload mesh data to GPU (static)
return model;
}
@ -622,7 +620,7 @@ void UnloadModel(Model model)
}
// Load mesh from file
// NOTE: Mesh data loaded in CPU, not GPU
// NOTE: Mesh data loaded in CPU and GPU
Mesh LoadMesh(const char *fileName)
{
Mesh mesh = { 0 };
@ -634,6 +632,7 @@ Mesh LoadMesh(const char *fileName)
#endif
if (mesh.vertexCount == 0) TraceLog(LOG_WARNING, "Mesh could not be loaded");
else rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
// TODO: Initialize default mesh data in case loading fails, maybe a cube?
@ -1271,101 +1270,6 @@ void UnloadMaterial(Material material)
}
}
// Set material texture
void SetMaterialTexture(Material *mat, int mapType, Texture2D texture)
{
mat->maps[mapType].texture = texture;
// Update MaterialProperty use sampler state to use texture fetch instead of color attribute
int location = -1;
switch (mapType)
{
case MAP_ALBEDO:
{
location = GetShaderLocation(mat->shader, "albedo.useSampler");
SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
} break;
case MAP_NORMAL:
{
location = GetShaderLocation(mat->shader, "normals.useSampler");
SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
} break;
case MAP_METALNESS:
{
location = GetShaderLocation(mat->shader, "metalness.useSampler");
SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
} break;
case MAP_ROUGHNESS:
{
location = GetShaderLocation(mat->shader, "roughness.useSampler");
SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
} break;
case MAP_OCCLUSION:
{
location = GetShaderLocation(mat->shader, "occlusion.useSampler");
SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
} break;
case MAP_EMISSION:
{
location = GetShaderLocation(mat->shader, "emission.useSampler");
SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
} break;
case MAP_HEIGHT:
{
location = GetShaderLocation(mat->shader, "height.useSampler");
SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
} break;
}
}
// Unset texture from material and unload it from GPU
void UnsetMaterialTexture(Material *mat, int mapType)
{
UnloadTexture(mat->maps[mapType].texture);
mat->maps[mapType].texture = (Texture2D){ 0 };
// Update MaterialProperty use sampler state to use texture fetch instead of color attribute
int location = -1;
switch (mapType)
{
case MAP_ALBEDO:
{
location = GetShaderLocation(mat->shader, "albedo.useSampler");
SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
} break;
case MAP_NORMAL:
{
location = GetShaderLocation(mat->shader, "normals.useSampler");
SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
} break;
case MAP_METALNESS:
{
location = GetShaderLocation(mat->shader, "metalness.useSampler");
SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
} break;
case MAP_ROUGHNESS:
{
location = GetShaderLocation(mat->shader, "roughness.useSampler");
SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
} break;
case MAP_OCCLUSION:
{
location = GetShaderLocation(mat->shader, "occlusion.useSampler");
SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
} break;
case MAP_EMISSION:
{
location = GetShaderLocation(mat->shader, "emission.useSampler");
SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
} break;
case MAP_HEIGHT:
{
location = GetShaderLocation(mat->shader, "height.useSampler");
SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
} break;
}
}
// Draw a model (with texture if set)
void DrawModel(Model model, Vector3 position, float scale, Color tint)
{