REVIEWED: `shaders_basic_pbr`, added more comments

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Ray 2023-12-21 21:32:53 +01:00
parent afbad4bbc6
commit bb18018f29
2 changed files with 147 additions and 106 deletions

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@ -1,16 +1,20 @@
/*******************************************************************************************
*
* raylib [core] example - Model Defuse Normal Shader (adapted for HTML5 platform)
* raylib [shaders] example - Basic PBR
*
* This example is prepared to compile for PLATFORM_WEB and PLATFORM_DESKTOP
* As you will notice, code structure is slightly different to the other examples...
* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning
* Example originally created with raylib 5.0, last time updated with raylib 5.1-dev
*
* This example has been created using raylib 5.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad)
*
* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
* licensed under Creative Commons Attribution-NonCommercial
* (http://creativecommons.org/licenses/by-nc/4.0/)
*
* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad) 2015 Ramon Santamaria (@raysan5)
* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).
********************************************************************************************/
#include "raylib.h"
@ -28,8 +32,12 @@
#include <stdlib.h> // Required for: NULL
#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
int lightsCount; // Current number of dynamic lights that have been created
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Light data
typedef struct {
int enabled;
int type;
@ -44,20 +52,29 @@ typedef struct {
int targetLoc;
int colorLoc;
int intensityLoc;
} PBRLight;
} Light;
// Light type
typedef enum {
LIGHT_DIRECTIONAL = 0,
LIGHT_POINT,
LIGHT_SPOT
} PBRLightType;
} LightType;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static int lightCount = 0; // Current number of dynamic lights that have been created
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
// Create a light and get shader locations
PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader);
static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader);
// Send light properties to shader
// Update light properties on shader
// NOTE: Light shader locations should be available
void PBRLightUpdate(Shader shader, PBRLight light);
static void UpdateLight(Shader shader, Light light);
//----------------------------------------------------------------------------------
// Main Entry Point
@ -80,59 +97,73 @@ int main()
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load PBR shader and setup all required locations
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(shader, "albedoMap");
// In reality, metalness, roughness, and ambient occlusion are all packed into the MRA texture
// We'll pass it in as the metalness map
// WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture
// They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience,
// shader already takes care of it accordingly
shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap");
shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
// Similarly to the MRA map, the emissive map packs different information into a single texture
// This map stores both height and emission in reality
// WARNING: Similar to the MRA map, the emissive map packs different information
// into a single texture: it stores height and emission data
// It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader
shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap");
shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor");
// Setup additional required shader locations, including lights data
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
int numOfLightsLoc = GetShaderLocation(shader, "numOfLights");
int numOfLights = 4;
SetShaderValue(shader, numOfLightsLoc, &numOfLights, SHADER_UNIFORM_INT);
int lightCountLoc = GetShaderLocation(shader, "numOfLights");
int maxLightCount = MAX_LIGHTS;
SetShaderValue(shader, lightCountLoc, &maxLightCount, SHADER_UNIFORM_INT);
Color ambCol = (Color){ 26,32,135,255 };
Vector3 ambColNormalized = (Vector3){ ambCol.r / 255.0f, ambCol.g / 255.0f, ambCol.b / 255.0f };
float ambIntens = 0.02;
// Setup ambient color and intensity parameters
Color ambientColor = (Color){ 26, 32, 135, 255 };
Vector3 ambientColorNormalized = (Vector3){ ambientColor.r/255.0f, ambientColor.g/255.0f, ambientColor.b/255.0f };
float ambientIntensity = 0.02;
int albedoLoc = GetShaderLocation(shader, "albedo");
int ambColLoc = GetShaderLocation(shader, "ambientColor");
int ambLoc = GetShaderLocation(shader, "ambient");
SetShaderValue(shader, ambColLoc, &ambColNormalized, SHADER_UNIFORM_VEC3);
SetShaderValue(shader, ambLoc, &ambIntens, SHADER_UNIFORM_FLOAT);
int ambientColorLoc = GetShaderLocation(shader, "ambientColor");
int ambientLoc = GetShaderLocation(shader, "ambient");
SetShaderValue(shader, ambientColorLoc, &ambientColorNormalized, SHADER_UNIFORM_VEC3);
SetShaderValue(shader, ambientLoc, &ambientIntensity, SHADER_UNIFORM_FLOAT);
int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
int textureTilingLoc = GetShaderLocation(shader, "tiling");
Model model = LoadModel("resources/models/old_car_new.glb");
// If the OBJ file format is used, we will have to generate tangents manually:
// GenMeshTangents(&model.meshes[0]);
// Load old car model using PBR maps and shader
// WARNING: We know this model consists of a single model.meshes[0] and
// that model.materials[0] is by default assigned to that mesh
// There could be more complex models consisting of multiple meshes and
// multiple materials defined for those meshes... but always 1 mesh = 1 material
Model car = LoadModel("resources/models/old_car_new.glb");
model.materials[0].shader = shader;
// Assign already setup PBR shader to model.materials[0], used by models.meshes[0]
car.materials[0].shader = shader;
model.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
model.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
model.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
model.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
model.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 };
// Setup materials[0].maps default parameters
car.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
car.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
car.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
car.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 };
model.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png");
model.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png");
model.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png");
model.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png");
// We store tiling parameters in the generic parameter slots in the Material class
Vector2 modelTiling = (Vector2){ 0.5f, 0.5f };
// Setup materials[0].maps default textures
car.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png");
car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png");
car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png");
car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png");
// Old car model texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED)
// NOTE: Material.params[4] are available for generic parameters storage (float)
Vector2 carTextureTiling = (Vector2){ 0.5f, 0.5f };
// Load floor model mesh and assign material parameters
Model floor = LoadModel("resources/models/plane.glb");
// Assign material shader for our floor model, same PBR shader
floor.materials[0].shader = shader;
floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
@ -145,25 +176,27 @@ int main()
floor.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/road_mra.png");
floor.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/road_n.png");
Vector2 floorTiling = (Vector2){ 0.5f, 0.5f };
// Floor texture tiling parameter
Vector2 floorTextureTiling = (Vector2){ 0.5f, 0.5f };
// Create lights
PBRLight lights[MAX_LIGHTS] = { 0 };
lights[0] = PBRLightCreate(LIGHT_POINT, (Vector3){ -1, 1, -2 }, (Vector3){0,0,0}, YELLOW,4, shader);
lights[1] = PBRLightCreate(LIGHT_POINT, (Vector3){ 2, 1, 1 }, (Vector3){0,0,0}, GREEN,3.3, shader);
lights[2] = PBRLightCreate(LIGHT_POINT, (Vector3){ -2, 1, 1 }, (Vector3){0,0,0}, RED,8.3, shader);
lights[3] = PBRLightCreate(LIGHT_POINT, (Vector3){ 1, 1, -2 }, (Vector3){0,0,0}, BLUE,2, shader);
// Create some lights
Light lights[MAX_LIGHTS] = { 0 };
lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -1, 1, -2 }, (Vector3){0,0,0}, YELLOW,4, shader);
lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 1 }, (Vector3){0,0,0}, GREEN,3.3, shader);
lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 1 }, (Vector3){0,0,0}, RED,8.3, shader);
lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 1, 1, -2 }, (Vector3){0,0,0}, BLUE,2, shader);
// The textures are always used
int one = 1;
SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &one, SHADER_UNIFORM_INT);
SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &one, SHADER_UNIFORM_INT);
SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &one, SHADER_UNIFORM_INT);
SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &one, SHADER_UNIFORM_INT);
// Setup material texture maps usage in shader
// NOTE: By default, the texture maps are always used
int usage = 1;
SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &usage, SHADER_UNIFORM_INT);
SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT);
SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT);
SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second-------------------------------------------------------------
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
int emissiveCnt = 0;
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -181,8 +214,8 @@ int main()
if (IsKeyPressed(KEY_R)) { lights[2].enabled = !lights[2].enabled; }
if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
// Update light values (actually, only enable/disable them)
for (int i = 0; i < MAX_LIGHTS; i++) PBRLightUpdate(shader, lights[i]);
// Update light values on shader (actually, only enable/disable them)
for (int i = 0; i < MAX_LIGHTS; i++) UpdateLight(shader, lights[i]);
//----------------------------------------------------------------------------------
// Draw
@ -193,52 +226,57 @@ int main()
BeginMode3D(camera);
SetShaderValue(shader, textureTilingLoc, &floorTiling, SHADER_UNIFORM_VEC2);
Vector4 floorEmission = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
SetShaderValue(shader, emissiveColorLoc, &floorEmission, SHADER_UNIFORM_VEC4);
DrawModel(floor, (Vector3){0,0,0}, 5.0f, WHITE);
// Set floor model texture tiling and emissive color parameters on shader
SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2);
Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, SHADER_UNIFORM_VEC4);
emissiveCnt--;
if (emissiveCnt <= 0)
{
emissiveCnt = GetRandomValue(0, 20);
float intensity = (float)GetRandomValue(0, 100) / 100;
SetShaderValue(shader, emissiveIntensityLoc, &intensity, SHADER_UNIFORM_FLOAT);
}
SetShaderValue(shader, textureTilingLoc, &modelTiling, SHADER_UNIFORM_VEC2);
Vector4 modelEmission = ColorNormalize(model.materials[0].maps[MATERIAL_MAP_EMISSION].color);
SetShaderValue(shader, emissiveColorLoc, &modelEmission, SHADER_UNIFORM_VEC4);
DrawModel(model, (Vector3) {0, 0.0, 0}, 0.005, WHITE);
DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model
// Draw spheres to show where the lights are
// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
SetShaderValue(shader, textureTilingLoc, &carTextureTiling, SHADER_UNIFORM_VEC2);
Vector4 carEmissiveColor = ColorNormalize(car.materials[0].maps[MATERIAL_MAP_EMISSION].color);
SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, SHADER_UNIFORM_VEC4);
float emissiveIntensity = 0.01f;
SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT);
DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.005f, WHITE); // Draw car model
// Draw spheres to show the lights positions
for (int i = 0; i < MAX_LIGHTS; i++)
{
Color col = (Color) {lights[i].color[0] * 255, lights[i].color[1] * 255, lights[i].color[2] * 255,
lights[i].color[3] * 255};
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, col);
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(col, 0.3f));
Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 };
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
}
EndMode3D();
DrawText("Toggle lights: [Y][R][G][B]", 10, 40, 20, LIGHTGRAY);
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
//--------------------------------------------------------------------------------------
// De-Initialization
//--------------------------------------------------------------------------------------
model.materials[0].shader = (Shader){ 0 };
// Unbind (disconnect) shader from car.material[0]
// to avoid UnloadMaterial() trying to unload it automatically
car.materials[0].shader = (Shader){ 0 };
UnloadMaterial(car.materials[0]);
car.materials[0].maps = NULL;
UnloadModel(car);
floor.materials[0].shader = (Shader){ 0 };
UnloadMaterial(model.materials[0]);
UnloadMaterial(floor.materials[0]);
model.materials[0].maps = NULL;
floor.materials[0].maps = NULL;
UnloadModel(floor); // Unload model
UnloadModel(model); // Unload model
UnloadModel(floor);
UnloadShader(shader); // Unload Shader
CloseWindow(); // Close window and OpenGL context
@ -247,11 +285,13 @@ int main()
return 0;
}
PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader)
// Create light with provided data
// NOTE: It updated the global lightCount and it's limited to MAX_LIGHTS
static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader)
{
PBRLight light = { 0 };
Light light = { 0 };
if (lightsCount < MAX_LIGHTS)
if (lightCount < MAX_LIGHTS)
{
light.enabled = 1;
light.type = type;
@ -263,15 +303,15 @@ PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color,
light.color[3] = (float)color.a / (float)255;
light.intensity = intensity;
// NOTE: Lighting shader naming must be the provided ones
light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount));
light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount));
light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount));
light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount));
light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount));
light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightsCount));
PBRLightUpdate(shader, light);
light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount));
light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount));
light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightCount));
light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount));
light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount));
light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount));
UpdateLight(shader, light);
lightsCount++;
lightCount++;
}
return light;
@ -279,10 +319,11 @@ PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color,
// Send light properties to shader
// NOTE: Light shader locations should be available
void PBRLightUpdate(Shader shader, PBRLight light)
static void UpdateLight(Shader shader, Light light)
{
SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
// Send to shader light position values
float position[3] = { light.position.x, light.position.y, light.position.z };
SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);

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