Removed useless functions
SetMaterialTexture() and UnsetMaterialTexture()... too shader dependant...
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52cd5c6324
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4c06725461
@ -111,8 +111,8 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
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mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
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mat.shader.locs[LOC_MAP_OCCUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
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mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
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mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
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//mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
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//mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
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mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
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mat.shader.locs[LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
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mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
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@ -122,19 +122,18 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
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mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
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// Set PBR standard maps
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SetMaterialTexture(&mat, MAP_ALBEDO, LoadTexture("resources/pbr/trooper_albedo.png"));
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SetMaterialTexture(&mat, MAP_NORMAL, LoadTexture("resources/pbr/trooper_normals.png"));
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SetMaterialTexture(&mat, MAP_METALNESS, LoadTexture("resources/pbr/trooper_metalness.png"));
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SetMaterialTexture(&mat, MAP_ROUGHNESS, LoadTexture("resources/pbr/trooper_roughness.png"));
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SetMaterialTexture(&mat, MAP_OCCLUSION, LoadTexture("resources/pbr/trooper_ao.png"));
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// Set PBR standard maps
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mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
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mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
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mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
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mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
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mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
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// Set environment maps
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#define PATH_CUBEMAP_VS "resources/shaders/cubemap.vs" // Path to equirectangular to cubemap vertex shader
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#define PATH_CUBEMAP_FS "resources/shaders/cubemap.fs" // Path to equirectangular to cubemap fragment shader
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#define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
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#define PATH_IRRADIANCE_FS "resources/shaders/irradiance.fs" // Path to irradiance (GI) calculation fragment shader
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#define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
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#define PATH_PREFILTER_FS "resources/shaders/prefilter.fs" // Path to reflection prefilter calculation fragment shader
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#define PATH_BRDF_VS "resources/shaders/brdf.vs" // Path to bidirectional reflectance distribution function vertex shader
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#define PATH_BRDF_FS "resources/shaders/brdf.fs" // Path to bidirectional reflectance distribution function fragment shader
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@ -146,9 +145,9 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
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Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
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SetMaterialTexture(&mat, MAP_IRRADIANCE, GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE));
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SetMaterialTexture(&mat, MAP_PREFILTER, GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE));
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SetMaterialTexture(&mat, MAP_BRDF, GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE));
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mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
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mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
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mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE);
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UnloadTexture(cubemap);
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UnloadTexture(texHDR);
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@ -164,6 +163,13 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
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// Enable sample usage in shader for assigned textures
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, 1);
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, 1);
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, 1);
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, 1);
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, 1);
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int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
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SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1);
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@ -177,4 +183,4 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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mat.maps[MAP_HEIGHT].value = 0.5f;
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return mat;
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}
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}
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100
src/models.c
100
src/models.c
@ -592,8 +592,6 @@ Model LoadModel(const char *fileName)
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model.mesh = LoadMesh(fileName);
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model.transform = MatrixIdentity();
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model.material = LoadMaterialDefault();
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rlLoadMesh(&model.mesh, false); // Upload mesh data to GPU (static)
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return model;
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}
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@ -622,7 +620,7 @@ void UnloadModel(Model model)
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}
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// Load mesh from file
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// NOTE: Mesh data loaded in CPU, not GPU
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// NOTE: Mesh data loaded in CPU and GPU
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Mesh LoadMesh(const char *fileName)
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{
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Mesh mesh = { 0 };
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@ -634,6 +632,7 @@ Mesh LoadMesh(const char *fileName)
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#endif
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if (mesh.vertexCount == 0) TraceLog(LOG_WARNING, "Mesh could not be loaded");
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else rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
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// TODO: Initialize default mesh data in case loading fails, maybe a cube?
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@ -1271,101 +1270,6 @@ void UnloadMaterial(Material material)
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}
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}
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// Set material texture
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void SetMaterialTexture(Material *mat, int mapType, Texture2D texture)
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{
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mat->maps[mapType].texture = texture;
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// Update MaterialProperty use sampler state to use texture fetch instead of color attribute
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int location = -1;
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switch (mapType)
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{
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case MAP_ALBEDO:
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{
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location = GetShaderLocation(mat->shader, "albedo.useSampler");
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SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
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} break;
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case MAP_NORMAL:
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{
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location = GetShaderLocation(mat->shader, "normals.useSampler");
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SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
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} break;
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case MAP_METALNESS:
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{
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location = GetShaderLocation(mat->shader, "metalness.useSampler");
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SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
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} break;
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case MAP_ROUGHNESS:
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{
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location = GetShaderLocation(mat->shader, "roughness.useSampler");
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SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
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} break;
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case MAP_OCCLUSION:
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{
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location = GetShaderLocation(mat->shader, "occlusion.useSampler");
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SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
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} break;
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case MAP_EMISSION:
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{
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location = GetShaderLocation(mat->shader, "emission.useSampler");
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SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
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} break;
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case MAP_HEIGHT:
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{
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location = GetShaderLocation(mat->shader, "height.useSampler");
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SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
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} break;
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}
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}
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// Unset texture from material and unload it from GPU
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void UnsetMaterialTexture(Material *mat, int mapType)
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{
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UnloadTexture(mat->maps[mapType].texture);
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mat->maps[mapType].texture = (Texture2D){ 0 };
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// Update MaterialProperty use sampler state to use texture fetch instead of color attribute
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int location = -1;
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switch (mapType)
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{
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case MAP_ALBEDO:
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{
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location = GetShaderLocation(mat->shader, "albedo.useSampler");
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SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
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} break;
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case MAP_NORMAL:
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{
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location = GetShaderLocation(mat->shader, "normals.useSampler");
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SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
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} break;
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case MAP_METALNESS:
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{
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location = GetShaderLocation(mat->shader, "metalness.useSampler");
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SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
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} break;
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case MAP_ROUGHNESS:
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{
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location = GetShaderLocation(mat->shader, "roughness.useSampler");
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SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
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} break;
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case MAP_OCCLUSION:
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{
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location = GetShaderLocation(mat->shader, "occlusion.useSampler");
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SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
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} break;
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case MAP_EMISSION:
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{
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location = GetShaderLocation(mat->shader, "emission.useSampler");
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SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
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} break;
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case MAP_HEIGHT:
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{
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location = GetShaderLocation(mat->shader, "height.useSampler");
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SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
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} break;
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}
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}
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// Draw a model (with texture if set)
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void DrawModel(Model model, Vector3 position, float scale, Color tint)
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{
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