Working on PBR system
Moved PBR material loading to example, right decision?
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@ -12,32 +12,16 @@
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#include "raylib.h"
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#include "raymath.h"
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#define MAX_LIGHTS 4 // Max lights supported by shader
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#define LIGHT_DISTANCE 3.5f // Light distance from world center
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#define LIGHT_HEIGHT 1.0f // Light height position
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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typedef enum {
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LIGHT_DIRECTIONAL,
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LIGHT_POINT
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} LightType;
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#define CUBEMAP_SIZE 512 // Cubemap texture size
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#define IRRADIANCE_SIZE 32 // Irradiance texture size
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#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
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#define BRDF_SIZE 512 // BRDF LUT texture size
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typedef struct {
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bool enabled;
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LightType type;
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Vector3 position;
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Vector3 target;
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Color color;
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int enabledLoc;
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int typeLoc;
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int posLoc;
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int targetLoc;
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int colorLoc;
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} Light;
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int lightsCount = 0; // Current amount of created lights
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Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader); // Defines a light and get locations from PBR shader
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void UpdateLightValues(Shader shader, Light light); // Send to PBR shader light values
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// PBR material loading
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static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
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int main()
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{
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@ -54,33 +38,15 @@ int main()
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// Load model and PBR material
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Model model = LoadModel("resources/pbr/trooper.obj");
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Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
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model.material = LoadMaterialPBR(texHDR, (Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
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SetMaterialTexture(&model.material, MAP_ALBEDO, LoadTexture("resources/pbr/trooper_albedo.png"));
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SetMaterialTexture(&model.material, MAP_NORMAL, LoadTexture("resources/pbr/trooper_normals.png"));
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SetMaterialTexture(&model.material, MAP_METALNESS, LoadTexture("resources/pbr/trooper_metalness.png"));
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SetMaterialTexture(&model.material, MAP_ROUGHNESS, LoadTexture("resources/pbr/trooper_roughness.png"));
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SetMaterialTexture(&model.material, MAP_OCCLUSION, LoadTexture("resources/pbr/trooper_ao.png"));
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// Set textures filtering for better quality
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SetTextureFilter(model.material.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
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SetTextureFilter(model.material.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
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SetTextureFilter(model.material.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
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SetTextureFilter(model.material.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
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SetTextureFilter(model.material.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
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int renderModeLoc = GetShaderLocation(model.material.shader, "renderMode");
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SetShaderValuei(model.material.shader, renderModeLoc, (int[1]){ 0 }, 1);
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model.material = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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// Define lights attributes
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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),
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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),
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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),
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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) };
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -127,59 +93,88 @@ int main()
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return 0;
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}
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// Defines a light and get locations from PBR shader
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Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader)
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// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
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// NOTE: PBR shader is loaded inside this function
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static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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{
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Light light = { 0 };
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Material mat = { 0 }; // NOTE: All maps textures are set to { 0 }
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#define PATH_PBR_VS "resources/shaders/pbr.vs" // Path to physically based rendering vertex shader
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#define PATH_PBR_FS "resources/shaders/pbr.fs" // Path to physically based rendering fragment shader
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mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS);
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// Get required locations points for PBR material
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// NOTE: Those location names must be available and used in the shader code
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mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
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mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
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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_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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if (lightsCount < MAX_LIGHTS)
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{
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light.enabled = true;
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light.type = type;
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light.position = pos;
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light.target = targ;
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light.color = color;
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// Set view matrix location
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mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "mMatrix");
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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 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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Shader shdrCubemap = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS);
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Shader shdrIrradiance = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
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Shader shdrPrefilter = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
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Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
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char enabledName[32] = "lights[x].enabled\0";
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char typeName[32] = "lights[x].type\0";
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char posName[32] = "lights[x].position\0";
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char targetName[32] = "lights[x].target\0";
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char colorName[32] = "lights[x].color\0";
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enabledName[7] = '0' + lightsCount;
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typeName[7] = '0' + lightsCount;
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posName[7] = '0' + lightsCount;
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targetName[7] = '0' + lightsCount;
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colorName[7] = '0' + lightsCount;
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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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UnloadTexture(cubemap);
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UnloadTexture(texHDR);
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UnloadShader(shdrCubemap);
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UnloadShader(shdrIrradiance);
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UnloadShader(shdrPrefilter);
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UnloadShader(shdrBRDF);
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// Set textures filtering for better quality
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SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
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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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int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
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SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1);
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light.enabledLoc = GetShaderLocation(shader, enabledName);
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light.typeLoc = GetShaderLocation(shader, typeName);
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light.posLoc = GetShaderLocation(shader, posName);
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light.targetLoc = GetShaderLocation(shader, targetName);
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light.colorLoc = GetShaderLocation(shader, colorName);
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// Set up material properties color
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mat.maps[MAP_ALBEDO].color = albedo;
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mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
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mat.maps[MAP_METALNESS].value = metalness;
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mat.maps[MAP_ROUGHNESS].value = roughness;
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mat.maps[MAP_OCCLUSION].value = 1.0f;
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mat.maps[MAP_EMISSION].value = 0.5f;
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mat.maps[MAP_HEIGHT].value = 0.5f;
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UpdateLightValues(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 to PBR shader light values
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void UpdateLightValues(Shader shader, Light light)
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{
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// Send to shader light enabled state and type
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SetShaderValuei(shader, light.enabledLoc, (int[1]){ light.enabled }, 1);
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SetShaderValuei(shader, light.typeLoc, (int[1]){ light.type }, 1);
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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.posLoc, position, 3);
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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, 3);
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// Send to shader light color values
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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 };
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SetShaderValue(shader, light.colorLoc, diff, 4);
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return mat;
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}
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@ -8,10 +8,11 @@
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#version 330
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#define MAX_LIGHTS 4
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#define MAX_REFLECTION_LOD 4.0
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#define MAX_DEPTH_LAYER 20
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#define MIN_DEPTH_LAYER 10
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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177
examples/models/rlights.h
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177
examples/models/rlights.h
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@ -0,0 +1,177 @@
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/**********************************************************************************************
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*
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* raylib.lights - Some useful functions to deal with lights data
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*
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* CONFIGURATION:
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*
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* #define RLIGHTS_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) 2017 Victor Fisac and Ramon Santamaria
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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 RLIGHTS_H
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#define RLIGHTS_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 lights supported by shader
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#define LIGHT_DISTANCE 3.5f // Light distance from world center
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#define LIGHT_HEIGHT 1.0f // Light height position
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum {
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LIGHT_DIRECTIONAL,
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LIGHT_POINT
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} LightType;
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typedef struct {
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bool enabled;
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LightType type;
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Vector3 position;
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Vector3 target;
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Color color;
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int enabledLoc;
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int typeLoc;
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int posLoc;
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int targetLoc;
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int colorLoc;
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} Light;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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int lightsCount = 0; // Current amount of created lights
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader); // Defines a light and get locations from PBR shader
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void UpdateLightValues(Shader shader, Light light); // Send to PBR shader light values
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#ifdef __cplusplus
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}
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#endif
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#endif // RLIGHTS_H
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/***********************************************************************************
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*
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* RLIGHTS IMPLEMENTATION
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*
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************************************************************************************/
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#if defined(RLIGHTS_IMPLEMENTATION)
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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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// ...
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Defines a light and get locations from PBR shader
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Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader)
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{
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Light light = { 0 };
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if (lightsCount < MAX_LIGHTS)
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{
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light.enabled = true;
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light.type = type;
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light.position = pos;
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light.target = targ;
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light.color = color;
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char enabledName[32] = "lights[x].enabled\0";
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char typeName[32] = "lights[x].type\0";
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char posName[32] = "lights[x].position\0";
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char targetName[32] = "lights[x].target\0";
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char colorName[32] = "lights[x].color\0";
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enabledName[7] = '0' + lightsCount;
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typeName[7] = '0' + lightsCount;
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posName[7] = '0' + lightsCount;
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targetName[7] = '0' + lightsCount;
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colorName[7] = '0' + lightsCount;
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light.enabledLoc = GetShaderLocation(shader, enabledName);
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light.typeLoc = GetShaderLocation(shader, typeName);
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light.posLoc = GetShaderLocation(shader, posName);
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light.targetLoc = GetShaderLocation(shader, targetName);
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light.colorLoc = GetShaderLocation(shader, colorName);
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UpdateLightValues(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 to PBR shader light values
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void UpdateLightValues(Shader shader, Light light)
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{
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// Send to shader light enabled state and type
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SetShaderValuei(shader, light.enabledLoc, (int[1]){ light.enabled }, 1);
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SetShaderValuei(shader, light.typeLoc, (int[1]){ light.type }, 1);
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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.posLoc, position, 3);
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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, 3);
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// 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
|
103
src/models.c
103
src/models.c
@ -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 };
|
||||
|
14
src/raylib.h
14
src/raylib.h
@ -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
|
||||
|
201
src/rlgl.c
201
src/rlgl.c
@ -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)
|
||||
|
Loading…
Reference in New Issue
Block a user