Working on PBR system

Moved PBR material loading to example, right decision?
This commit is contained in:
raysan5 2017-07-19 18:55:26 +02:00
parent e8b65422c4
commit 76c6f0b1e6
6 changed files with 390 additions and 293 deletions

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@ -12,32 +12,16 @@
#include "raylib.h"
#include "raymath.h"
#define MAX_LIGHTS 4 // Max lights supported by shader
#define LIGHT_DISTANCE 3.5f // Light distance from world center
#define LIGHT_HEIGHT 1.0f // Light height position
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
typedef enum {
LIGHT_DIRECTIONAL,
LIGHT_POINT
} LightType;
#define CUBEMAP_SIZE 512 // Cubemap texture size
#define IRRADIANCE_SIZE 32 // Irradiance texture size
#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
#define BRDF_SIZE 512 // BRDF LUT texture size
typedef struct {
bool enabled;
LightType type;
Vector3 position;
Vector3 target;
Color color;
int enabledLoc;
int typeLoc;
int posLoc;
int targetLoc;
int colorLoc;
} Light;
int lightsCount = 0; // Current amount of created lights
Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader); // Defines a light and get locations from PBR shader
void UpdateLightValues(Shader shader, Light light); // Send to PBR shader light values
// PBR material loading
static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
int main()
{
@ -54,33 +38,15 @@ int main()
// Load model and PBR material
Model model = LoadModel("resources/pbr/trooper.obj");
Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
model.material = LoadMaterialPBR(texHDR, (Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
SetMaterialTexture(&model.material, MAP_ALBEDO, LoadTexture("resources/pbr/trooper_albedo.png"));
SetMaterialTexture(&model.material, MAP_NORMAL, LoadTexture("resources/pbr/trooper_normals.png"));
SetMaterialTexture(&model.material, MAP_METALNESS, LoadTexture("resources/pbr/trooper_metalness.png"));
SetMaterialTexture(&model.material, MAP_ROUGHNESS, LoadTexture("resources/pbr/trooper_roughness.png"));
SetMaterialTexture(&model.material, MAP_OCCLUSION, LoadTexture("resources/pbr/trooper_ao.png"));
// Set textures filtering for better quality
SetTextureFilter(model.material.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
SetTextureFilter(model.material.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
SetTextureFilter(model.material.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
SetTextureFilter(model.material.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
SetTextureFilter(model.material.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
int renderModeLoc = GetShaderLocation(model.material.shader, "renderMode");
SetShaderValuei(model.material.shader, renderModeLoc, (int[1]){ 0 }, 1);
model.material = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
// Define lights attributes
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.material.shader),
CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader),
CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.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.material.shader) };
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -127,59 +93,88 @@ int main()
return 0;
}
// Defines a light and get locations from PBR shader
Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader)
// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
// NOTE: PBR shader is loaded inside this function
static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
{
Light light = { 0 };
Material mat = { 0 }; // NOTE: All maps textures are set to { 0 }
#define PATH_PBR_VS "resources/shaders/pbr.vs" // Path to physically based rendering vertex shader
#define PATH_PBR_FS "resources/shaders/pbr.fs" // Path to physically based rendering fragment shader
mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS);
// Get required locations points for PBR material
// NOTE: Those location names must be available and used in the shader code
mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
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_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");
if (lightsCount < MAX_LIGHTS)
{
light.enabled = true;
light.type = type;
light.position = pos;
light.target = targ;
light.color = color;
// Set view matrix location
mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "mMatrix");
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 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
Shader shdrCubemap = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS);
Shader shdrIrradiance = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
Shader shdrPrefilter = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
char enabledName[32] = "lights[x].enabled\0";
char typeName[32] = "lights[x].type\0";
char posName[32] = "lights[x].position\0";
char targetName[32] = "lights[x].target\0";
char colorName[32] = "lights[x].color\0";
enabledName[7] = '0' + lightsCount;
typeName[7] = '0' + lightsCount;
posName[7] = '0' + lightsCount;
targetName[7] = '0' + lightsCount;
colorName[7] = '0' + lightsCount;
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));
UnloadTexture(cubemap);
UnloadTexture(texHDR);
UnloadShader(shdrCubemap);
UnloadShader(shdrIrradiance);
UnloadShader(shdrPrefilter);
UnloadShader(shdrBRDF);
// Set textures filtering for better quality
SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1);
light.enabledLoc = GetShaderLocation(shader, enabledName);
light.typeLoc = GetShaderLocation(shader, typeName);
light.posLoc = GetShaderLocation(shader, posName);
light.targetLoc = GetShaderLocation(shader, targetName);
light.colorLoc = GetShaderLocation(shader, colorName);
// Set up material properties color
mat.maps[MAP_ALBEDO].color = albedo;
mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
mat.maps[MAP_METALNESS].value = metalness;
mat.maps[MAP_ROUGHNESS].value = roughness;
mat.maps[MAP_OCCLUSION].value = 1.0f;
mat.maps[MAP_EMISSION].value = 0.5f;
mat.maps[MAP_HEIGHT].value = 0.5f;
UpdateLightValues(shader, light);
lightsCount++;
}
return light;
}
// Send to PBR shader light values
void UpdateLightValues(Shader shader, Light light)
{
// Send to shader light enabled state and type
SetShaderValuei(shader, light.enabledLoc, (int[1]){ light.enabled }, 1);
SetShaderValuei(shader, light.typeLoc, (int[1]){ light.type }, 1);
// Send to shader light position values
float position[3] = { light.position.x, light.position.y, light.position.z };
SetShaderValue(shader, light.posLoc, position, 3);
// Send to shader light target position values
float target[3] = { light.target.x, light.target.y, light.target.z };
SetShaderValue(shader, light.targetLoc, target, 3);
// Send to shader light color values
float diff[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 };
SetShaderValue(shader, light.colorLoc, diff, 4);
return mat;
}

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@ -8,10 +8,11 @@
#version 330
#define MAX_LIGHTS 4
#define MAX_REFLECTION_LOD 4.0
#define MAX_DEPTH_LAYER 20
#define MIN_DEPTH_LAYER 10
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1

177
examples/models/rlights.h Normal file
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@ -0,0 +1,177 @@
/**********************************************************************************************
*
* raylib.lights - Some useful functions to deal with lights data
*
* CONFIGURATION:
*
* #define RLIGHTS_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2017 Victor Fisac and Ramon Santamaria
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RLIGHTS_H
#define RLIGHTS_H
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define MAX_LIGHTS 4 // Max lights supported by shader
#define LIGHT_DISTANCE 3.5f // Light distance from world center
#define LIGHT_HEIGHT 1.0f // Light height position
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum {
LIGHT_DIRECTIONAL,
LIGHT_POINT
} LightType;
typedef struct {
bool enabled;
LightType type;
Vector3 position;
Vector3 target;
Color color;
int enabledLoc;
int typeLoc;
int posLoc;
int targetLoc;
int colorLoc;
} Light;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int lightsCount = 0; // Current amount of created lights
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader); // Defines a light and get locations from PBR shader
void UpdateLightValues(Shader shader, Light light); // Send to PBR shader light values
#ifdef __cplusplus
}
#endif
#endif // RLIGHTS_H
/***********************************************************************************
*
* RLIGHTS IMPLEMENTATION
*
************************************************************************************/
#if defined(RLIGHTS_IMPLEMENTATION)
#include "raylib.h"
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Defines a light and get locations from PBR shader
Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader)
{
Light light = { 0 };
if (lightsCount < MAX_LIGHTS)
{
light.enabled = true;
light.type = type;
light.position = pos;
light.target = targ;
light.color = color;
char enabledName[32] = "lights[x].enabled\0";
char typeName[32] = "lights[x].type\0";
char posName[32] = "lights[x].position\0";
char targetName[32] = "lights[x].target\0";
char colorName[32] = "lights[x].color\0";
enabledName[7] = '0' + lightsCount;
typeName[7] = '0' + lightsCount;
posName[7] = '0' + lightsCount;
targetName[7] = '0' + lightsCount;
colorName[7] = '0' + lightsCount;
light.enabledLoc = GetShaderLocation(shader, enabledName);
light.typeLoc = GetShaderLocation(shader, typeName);
light.posLoc = GetShaderLocation(shader, posName);
light.targetLoc = GetShaderLocation(shader, targetName);
light.colorLoc = GetShaderLocation(shader, colorName);
UpdateLightValues(shader, light);
lightsCount++;
}
return light;
}
// Send to PBR shader light values
void UpdateLightValues(Shader shader, Light light)
{
// Send to shader light enabled state and type
SetShaderValuei(shader, light.enabledLoc, (int[1]){ light.enabled }, 1);
SetShaderValuei(shader, light.typeLoc, (int[1]){ light.type }, 1);
// Send to shader light position values
float position[3] = { light.position.x, light.position.y, light.position.z };
SetShaderValue(shader, light.posLoc, position, 3);
// Send to shader light target position values
float target[3] = { light.target.x, light.target.y, light.target.z };
SetShaderValue(shader, light.targetLoc, target, 3);
// Send to shader light color values
float diff[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 };
SetShaderValue(shader, light.colorLoc, diff, 4);
}
#endif // RLIGHTS_IMPLEMENTATION

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@ -1272,6 +1272,9 @@ Material LoadMaterial(const char *fileName)
TraceLog(LOG_WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName);
#endif
// Our material uses the default shader (DIFFUSE, SPECULAR, NORMAL)
material.shader = GetShaderDefault();
return material;
}
@ -1282,8 +1285,8 @@ Material LoadMaterialDefault(void)
material.shader = GetShaderDefault();
material.maps[MAP_DIFFUSE].texture = GetTextureDefault(); // White texture (1x1 pixel)
//material.maps[MAP_NORMAL].tex; // NOTE: By default, not set
//material.maps[MAP_SPECULAR].tex; // NOTE: By default, not set
//material.maps[MAP_NORMAL].texture; // NOTE: By default, not set
//material.maps[MAP_SPECULAR].texture; // NOTE: By default, not set
material.maps[MAP_DIFFUSE].color = WHITE; // Diffuse color
material.maps[MAP_SPECULAR].color = WHITE; // Specular color
@ -1291,58 +1294,6 @@ Material LoadMaterialDefault(void)
return material;
}
// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
Material LoadMaterialPBR(Texture2D hdr, Color albedo, float metalness, float roughness)
{
Material mat = { 0 }; // NOTE: All maps textures are set to { 0 }
#define PATH_PBR_VS "resources/shaders/pbr.vs" // Path to physically based rendering vertex shader
#define PATH_PBR_FS "resources/shaders/pbr.fs" // Path to physically based rendering fragment shader
mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS);
// Get required locations points for PBR material
// NOTE: Those location names must be available and used in the shader code
mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
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_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");
// Set view matrix location
mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "mMatrix");
mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
// Set up material properties color
mat.maps[MAP_ALBEDO].color = albedo;
mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
mat.maps[MAP_METALNESS].value = metalness;
mat.maps[MAP_ROUGHNESS].value = roughness;
mat.maps[MAP_OCCLUSION].value = 1.0f;
mat.maps[MAP_EMISSION].value = 0.0f;
mat.maps[MAP_HEIGHT].value = 0.0f;
#define CUBEMAP_SIZE 512 // Cubemap texture size
#define IRRADIANCE_SIZE 32 // Irradiance map from cubemap texture size
#define PREFILTERED_SIZE 256 // Prefiltered HDR environment map texture size
#define BRDF_SIZE 512 // BRDF LUT texture map size
// Set up environment materials cubemap
Texture2D cubemap = GenTextureCubemap(hdr, CUBEMAP_SIZE);
mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(cubemap, IRRADIANCE_SIZE);
mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(cubemap, PREFILTERED_SIZE);
mat.maps[MAP_BRDF].texture = GenTextureBRDF(cubemap, BRDF_SIZE);
UnloadTexture(cubemap);
return mat;
}
// Unload material from memory
void UnloadMaterial(Material material)
{
@ -1358,96 +1309,96 @@ void UnloadMaterial(Material material)
}
// Set material texture
void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture)
void SetMaterialTexture(Material *mat, int mapType, Texture2D texture)
{
mat->maps[texmapType].texture = texture;
mat->maps[mapType].texture = texture;
// Update MaterialProperty use sampler state to use texture fetch instead of color attribute
int location = -1;
switch (texmapType)
switch (mapType)
{
case MAP_ALBEDO:
{
location = GetShaderLocation(mat->shader, "albedo.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
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);
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);
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);
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);
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);
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);
SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
} break;
}
}
// Unset texture from material and unload it from GPU
void UnsetMaterialTexture(Material *mat, int texmapType)
void UnsetMaterialTexture(Material *mat, int mapType)
{
UnloadTexture(mat->maps[texmapType].texture);
mat->maps[texmapType].texture = (Texture2D){ 0 };
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 (texmapType)
switch (mapType)
{
case MAP_ALBEDO:
{
location = GetShaderLocation(mat->shader, "albedo.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
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);
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);
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);
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);
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);
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);
SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
} break;
}
}
@ -2188,7 +2139,7 @@ static Material LoadMTL(const char *fileName)
{
#define MAX_BUFFER_SIZE 128
Material material = { 0 }; // LoadDefaultMaterial();
Material material = { 0 };
char buffer[MAX_BUFFER_SIZE];
Vector3 color = { 1.0f, 1.0f, 1.0f };

View File

@ -996,10 +996,9 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Material loading/unloading functions
RLAPI Material LoadMaterial(const char *fileName); // Load material from file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI Material LoadMaterialPBR(Texture2D cubemap, Color albedo, float metalness, float roughness); // Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS...)
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture); // Set material texture
RLAPI void UnsetMaterialTexture(Material *mat, int texmapType); // Unset texture from material and unload it from GPU
RLAPI void SetMaterialTexture(Material *mat, int mapType, Texture2D texture); // Set material texture
RLAPI void UnsetMaterialTexture(Material *mat, int mapType); // Unset texture from material and unload it from GPU
// Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
@ -1048,10 +1047,11 @@ RLAPI void SetMatrixProjection(Matrix proj); // Set
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
// Texture maps generation (PBR)
RLAPI Texture2D GenTextureCubemap(Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
RLAPI Texture2D GenTextureIrradiance(Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
RLAPI Texture2D GenTexturePrefilter(Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
RLAPI Texture2D GenTextureBRDF(Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
// NOTE: Required shaders should be provided
RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
// Shading begin/end functions
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing

View File

@ -1957,15 +1957,14 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
// Bind shader program
glUseProgram(material.shader.id);
// Matrices and other values required by shader
//-----------------------------------------------------
// Calculate and send to shader model matrix (used by PBR shader)
SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
// Upload to shader material.colDiffuse
glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255,
if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255,
(float)material.maps[MAP_DIFFUSE].color.g/255,
(float)material.maps[MAP_DIFFUSE].color.b/255,
(float)material.maps[MAP_DIFFUSE].color.a/255);
@ -1976,6 +1975,9 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
(float)material.maps[MAP_SPECULAR].color.g/255,
(float)material.maps[MAP_SPECULAR].color.b/255,
(float)material.maps[MAP_SPECULAR].color.a/255);
if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
@ -2417,7 +2419,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
// Get the location of the named uniform
GLuint location = glGetUniformLocation(shader.id, name);
TraceLog(LOG_INFO, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
}
#endif
@ -2529,18 +2531,13 @@ void SetMatrixModelview(Matrix view)
}
// Generate cubemap texture from HDR texture
Texture2D GenTextureCubemap(Texture2D skyHDR, int size)
Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
{
Texture2D cubemap = { 0 };
#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
Shader shader = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS);
// Get cubemap shader locations
int projectionLoc = GetShaderLocation(shader, "projection");
int viewLoc = GetShaderLocation(shader, "view");
//int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations()
//int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations()
int texmapLoc = GetShaderLocation(shader, "equirectangularMap");
SetShaderValuei(shader, texmapLoc, (int[1]){ 0 }, 1); // Set default active texture to 0
@ -2586,7 +2583,7 @@ Texture2D GenTextureCubemap(Texture2D skyHDR, int size)
glUseProgram(shader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, skyHDR.id);
SetShaderValueMatrix(shader, projectionLoc, fboProjection);
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
// Note: don't forget to configure the viewport to the capture dimensions
glViewport(0, 0, size, size);
@ -2594,7 +2591,7 @@ Texture2D GenTextureCubemap(Texture2D skyHDR, int size)
for (unsigned int i = 0; i < 6; i++)
{
SetShaderValueMatrix(shader, viewLoc, fboViews[i]);
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GenDrawCube();
@ -2607,8 +2604,6 @@ Texture2D GenTextureCubemap(Texture2D skyHDR, int size)
glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
//glEnable(GL_CULL_FACE);
UnloadShader(shader);
cubemap.width = size;
cubemap.height = size;
@ -2616,18 +2611,13 @@ Texture2D GenTextureCubemap(Texture2D skyHDR, int size)
}
// Generate irradiance texture using cubemap data
Texture2D GenTextureIrradiance(Texture2D cubemap, int size)
Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
{
Texture2D irradiance = { 0 };
#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
Shader shader = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
// Get irradiance shader locations
int projectionLoc = GetShaderLocation(shader, "projection");
int viewLoc = GetShaderLocation(shader, "view");
//int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations()
//int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations()
int texmapLoc = GetShaderLocation(shader, "environmentMap");
// Set up shaders constant values
@ -2669,7 +2659,7 @@ Texture2D GenTextureIrradiance(Texture2D cubemap, int size)
glUseProgram(shader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
SetShaderValueMatrix(shader, projectionLoc, fboProjection);
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
// Note: don't forget to configure the viewport to the capture dimensions
glViewport(0, 0, size, size);
@ -2677,7 +2667,7 @@ Texture2D GenTextureIrradiance(Texture2D cubemap, int size)
for (unsigned int i = 0; i < 6; i++)
{
SetShaderValueMatrix(shader, viewLoc, fboViews[i]);
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GenDrawCube();
@ -2688,9 +2678,7 @@ Texture2D GenTextureIrradiance(Texture2D cubemap, int size)
// Reset viewport dimensions to default
glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
UnloadShader(shader);
irradiance.width = size;
irradiance.height = size;
@ -2698,18 +2686,13 @@ Texture2D GenTextureIrradiance(Texture2D cubemap, int size)
}
// Generate prefilter texture using cubemap data
Texture2D GenTexturePrefilter(Texture2D cubemap, int size)
Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
{
Texture2D prefilter = { 0 };
#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
Shader shader = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
// Get prefilter shader locations
int projectionLoc = GetShaderLocation(shader, "projection");
int viewLoc = GetShaderLocation(shader, "view");
//int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations()
//int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations()
int roughnessLoc = GetShaderLocation(shader, "roughness");
int texmapLoc = GetShaderLocation(shader, "environmentMap");
@ -2754,7 +2737,7 @@ Texture2D GenTexturePrefilter(Texture2D cubemap, int size)
glUseProgram(shader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
SetShaderValueMatrix(shader, projectionLoc, fboProjection);
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
@ -2775,7 +2758,7 @@ Texture2D GenTexturePrefilter(Texture2D cubemap, int size)
for (unsigned int i = 0; i < 6; ++i)
{
SetShaderValueMatrix(shader, viewLoc, fboViews[i]);
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GenDrawCube();
@ -2787,9 +2770,7 @@ Texture2D GenTexturePrefilter(Texture2D cubemap, int size)
// Reset viewport dimensions to default
glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
UnloadShader(shader);
prefilter.width = size;
prefilter.height = size;
@ -2797,15 +2778,10 @@ Texture2D GenTexturePrefilter(Texture2D cubemap, int size)
}
// Generate BRDF texture using cubemap data
Texture2D GenTextureBRDF(Texture2D cubemap, int size)
Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
{
Texture2D brdf = { 0 };
#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
Shader shader = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
// Generate BRDF convolution texture
glGenTextures(1, &brdf.id);
glBindTexture(GL_TEXTURE_2D, brdf.id);
@ -2835,8 +2811,6 @@ Texture2D GenTextureBRDF(Texture2D cubemap, int size)
// Reset viewport dimensions to default
glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
UnloadShader(shader);
brdf.width = size;
brdf.height = size;
@ -3380,6 +3354,8 @@ static void SetShaderDefaultLocations(Shader *shader)
// Get handles to GLSL uniform locations (vertex shader)
shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvpMatrix");
shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection");
shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");
// Get handles to GLSL uniform locations (fragment shader)
shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
@ -3894,9 +3870,9 @@ static void GenDrawQuad(void)
// Link vertex attributes
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (GLvoid*)0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float)));
// Draw quad
glBindVertexArray(quadVAO);
@ -3908,79 +3884,76 @@ static void GenDrawQuad(void)
}
// Renders a 1x1 3D cube in NDC
GLuint cubeVAO = 0;
GLuint cubeVBO = 0;
static void GenDrawCube(void)
{
// Lazy initialization
if (cubeVAO == 0)
{
GLfloat vertices[] = {
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
};
unsigned int cubeVAO = 0;
unsigned int cubeVBO = 0;
// Set up cube VAO
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &cubeVBO);
float vertices[] = {
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
};
// Fill buffer
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Set up cube VAO
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &cubeVBO);
// Link vertex attributes
glBindVertexArray(cubeVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid*)(6*sizeof(GLfloat)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// Fill buffer
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Link vertex attributes
glBindVertexArray(cubeVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// Draw cube
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
//glDeleteBuffers(1, &cubeVBO);
//glDeleteVertexArrays(1, &cubeVAO);
glDeleteBuffers(1, &cubeVBO);
glDeleteVertexArrays(1, &cubeVAO);
}
#if defined(SUPPORT_VR_SIMULATOR)