Working on PBR materials, renamed some data

This commit is contained in:
raysan5 2017-07-19 10:09:34 +02:00
parent 8f569e59b1
commit d368403a13
8 changed files with 658 additions and 640 deletions

View File

@ -31,7 +31,7 @@ int main()
// NOTE: By default each cube is mapped to one part of texture atlas
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
model.material.maps[TEXMAP_DIFFUSE].tex = texture; // Set map diffuse texture
model.material.maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position

View File

@ -58,18 +58,18 @@ int main()
Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
model.material = LoadMaterialPBR(texHDR, (Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
SetMaterialTexture(&model.material, TEXMAP_ALBEDO, LoadTexture("resources/pbr/trooper_albedo.png"));
SetMaterialTexture(&model.material, TEXMAP_NORMAL, LoadTexture("resources/pbr/trooper_normals.png"));
SetMaterialTexture(&model.material, TEXMAP_METALNESS, LoadTexture("resources/pbr/trooper_metalness.png"));
SetMaterialTexture(&model.material, TEXMAP_ROUGHNESS, LoadTexture("resources/pbr/trooper_roughness.png"));
SetMaterialTexture(&model.material, TEXMAP_OCCLUSION, LoadTexture("resources/pbr/trooper_ao.png"));
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[TEXMAP_ALBEDO].tex, FILTER_BILINEAR);
SetTextureFilter(model.material.maps[TEXMAP_NORMAL].tex, FILTER_BILINEAR);
SetTextureFilter(model.material.maps[TEXMAP_METALNESS].tex, FILTER_BILINEAR);
SetTextureFilter(model.material.maps[TEXMAP_ROUGHNESS].tex, FILTER_BILINEAR);
SetTextureFilter(model.material.maps[TEXMAP_OCCLUSION].tex, FILTER_BILINEAR);
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);

View File

@ -30,8 +30,8 @@ int main()
skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs");
Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
skybox.material.maps[TEXMAP_CUBEMAP].tex = rlGenMapCubemap(texHDR, 512);
SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ TEXMAP_CUBEMAP }, 1);
skybox.material.maps[MAP_CUBEMAP].texture = GenTextureCubemap(texHDR, 512);
SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, 1);
// Get skybox shader locations
skybox.material.shader.locs[LOC_MATRIX_PROJECTION] = GetShaderLocation(skybox.material.shader, "projection");
@ -66,7 +66,7 @@ int main()
Begin3dMode(camera);
DrawModel(skybox, VectorZero(), 1.0f, RED);
DrawModel(skybox, VectorZero(), 1.0f, WHITE);
DrawGrid(10, 1.0f);

View File

@ -1878,7 +1878,7 @@ static void InitGraphicsDevice(int width, int height)
#if defined(PLATFORM_DESKTOP)
// Load OpenGL 3.3 extensions
// NOTE: GLFW loader function is passed as parameter
rlglLoadExtensions(glfwGetProcAddress);
rlLoadExtensions(glfwGetProcAddress);
#endif
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)

View File

@ -1281,12 +1281,12 @@ Material LoadMaterialDefault(void)
Material material = { 0 };
material.shader = GetShaderDefault();
material.maps[TEXMAP_DIFFUSE].tex = GetTextureDefault(); // White texture (1x1 pixel)
//material.maps[TEXMAP_NORMAL].tex; // NOTE: By default, not set
//material.maps[TEXMAP_SPECULAR].tex; // NOTE: By default, not set
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[TEXMAP_DIFFUSE].color = WHITE; // Diffuse color
material.maps[TEXMAP_SPECULAR].color = WHITE; // Specular color
material.maps[MAP_DIFFUSE].color = WHITE; // Diffuse color
material.maps[MAP_SPECULAR].color = WHITE; // Specular color
return material;
}
@ -1294,7 +1294,7 @@ Material LoadMaterialDefault(void)
// 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 };
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
@ -1303,16 +1303,16 @@ Material LoadMaterialPBR(Texture2D hdr, Color albedo, float metalness, float rou
// Get required locations points for PBR material
// NOTE: Those location names must be available and used in the shader code
mat.shader.locs[LOC_TEXMAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
mat.shader.locs[LOC_TEXMAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
mat.shader.locs[LOC_TEXMAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
mat.shader.locs[LOC_TEXMAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
mat.shader.locs[LOC_TEXMAP_OCCUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
mat.shader.locs[LOC_TEXMAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
mat.shader.locs[LOC_TEXMAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
mat.shader.locs[LOC_TEXMAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
mat.shader.locs[LOC_TEXMAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
mat.shader.locs[LOC_TEXMAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
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");
@ -1320,30 +1320,25 @@ Material LoadMaterialPBR(Texture2D hdr, Color albedo, float metalness, float rou
mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
// Set up material properties color
mat.maps[TEXMAP_ALBEDO].color = albedo;
mat.maps[TEXMAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
mat.maps[TEXMAP_METALNESS].value = metalness;
mat.maps[TEXMAP_ROUGHNESS].value = roughness;
mat.maps[TEXMAP_OCCLUSION].value = 1.0f;
mat.maps[TEXMAP_EMISSION].value = 0.0f;
mat.maps[TEXMAP_HEIGHT].value = 0.0f;
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 1024 // Cubemap texture size
#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 = rlGenMapCubemap(hdr, CUBEMAP_SIZE);
mat.maps[TEXMAP_IRRADIANCE].tex = rlGenMapIrradiance(cubemap, IRRADIANCE_SIZE);
mat.maps[TEXMAP_PREFILTER].tex = rlGenMapPrefilter(cubemap, PREFILTERED_SIZE);
mat.maps[TEXMAP_BRDF].tex = rlGenMapBRDF(cubemap, BRDF_SIZE);
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);
// NOTE: All maps textures are set to { 0 }
// Reset viewport dimensions to default
rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
return mat;
}
@ -1355,53 +1350,53 @@ void UnloadMaterial(Material material)
UnloadShader(material.shader);
// Unload loaded texture maps
for (int i = 0; i < MAX_MATERIAL_TEXTURE_MAPS; i++)
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
// NOTE: We already check for (tex.id > 0) inside function
rlDeleteTextures(material.maps[i].tex.id);
rlDeleteTextures(material.maps[i].texture.id);
}
}
// Set material texture
void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture)
{
mat->maps[texmapType].tex = texture;
mat->maps[texmapType].texture = texture;
// Update MaterialProperty use sampler state to use texture fetch instead of color attribute
int location = -1;
switch (texmapType)
{
case TEXMAP_ALBEDO:
case MAP_ALBEDO:
{
location = GetShaderLocation(mat->shader, "albedo.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
} break;
case TEXMAP_NORMAL:
case MAP_NORMAL:
{
location = GetShaderLocation(mat->shader, "normals.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
} break;
case TEXMAP_METALNESS:
case MAP_METALNESS:
{
location = GetShaderLocation(mat->shader, "metalness.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
} break;
case TEXMAP_ROUGHNESS:
case MAP_ROUGHNESS:
{
location = GetShaderLocation(mat->shader, "roughness.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
} break;
case TEXMAP_OCCLUSION:
case MAP_OCCLUSION:
{
location = GetShaderLocation(mat->shader, "occlusion.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
} break;
case TEXMAP_EMISSION:
case MAP_EMISSION:
{
location = GetShaderLocation(mat->shader, "emission.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
} break;
case TEXMAP_HEIGHT:
case MAP_HEIGHT:
{
location = GetShaderLocation(mat->shader, "height.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
@ -1412,44 +1407,44 @@ void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture)
// Unset texture from material and unload it from GPU
void UnsetMaterialTexture(Material *mat, int texmapType)
{
UnloadTexture(mat->maps[texmapType].tex);
mat->maps[texmapType].tex = (Texture2D){ 0 };
UnloadTexture(mat->maps[texmapType].texture);
mat->maps[texmapType].texture = (Texture2D){ 0 };
// Update MaterialProperty use sampler state to use texture fetch instead of color attribute
int location = -1;
switch (texmapType)
{
case TEXMAP_ALBEDO:
case MAP_ALBEDO:
{
location = GetShaderLocation(mat->shader, "albedo.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
} break;
case TEXMAP_NORMAL:
case MAP_NORMAL:
{
location = GetShaderLocation(mat->shader, "normals.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
} break;
case TEXMAP_METALNESS:
case MAP_METALNESS:
{
location = GetShaderLocation(mat->shader, "metalness.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
} break;
case TEXMAP_ROUGHNESS:
case MAP_ROUGHNESS:
{
location = GetShaderLocation(mat->shader, "roughness.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
} break;
case TEXMAP_OCCLUSION:
case MAP_OCCLUSION:
{
location = GetShaderLocation(mat->shader, "occlusion.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
} break;
case TEXMAP_EMISSION:
case MAP_EMISSION:
{
location = GetShaderLocation(mat->shader, "emission.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
} break;
case TEXMAP_HEIGHT:
case MAP_HEIGHT:
{
location = GetShaderLocation(mat->shader, "height.useSampler");
SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
@ -1481,7 +1476,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
//Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
model.transform = MatrixMultiply(model.transform, matTransform);
model.material.maps[TEXMAP_DIFFUSE].color = tint; // TODO: Multiply tint color by diffuse color?
model.material.maps[MAP_DIFFUSE].color = tint; // TODO: Multiply tint color by diffuse color?
rlDrawMesh(model.mesh, model.material, model.transform);
}
@ -2244,16 +2239,16 @@ static Material LoadMTL(const char *fileName)
case 'd': // Kd float float float Diffuse color (RGB)
{
sscanf(buffer, "Kd %f %f %f", &color.x, &color.y, &color.z);
material.maps[TEXMAP_DIFFUSE].color.r = (unsigned char)(color.x*255);
material.maps[TEXMAP_DIFFUSE].color.g = (unsigned char)(color.y*255);
material.maps[TEXMAP_DIFFUSE].color.b = (unsigned char)(color.z*255);
material.maps[MAP_DIFFUSE].color.r = (unsigned char)(color.x*255);
material.maps[MAP_DIFFUSE].color.g = (unsigned char)(color.y*255);
material.maps[MAP_DIFFUSE].color.b = (unsigned char)(color.z*255);
} break;
case 's': // Ks float float float Specular color (RGB)
{
sscanf(buffer, "Ks %f %f %f", &color.x, &color.y, &color.z);
material.maps[TEXMAP_SPECULAR].color.r = (unsigned char)(color.x*255);
material.maps[TEXMAP_SPECULAR].color.g = (unsigned char)(color.y*255);
material.maps[TEXMAP_SPECULAR].color.b = (unsigned char)(color.z*255);
material.maps[MAP_SPECULAR].color.r = (unsigned char)(color.x*255);
material.maps[MAP_SPECULAR].color.g = (unsigned char)(color.y*255);
material.maps[MAP_SPECULAR].color.b = (unsigned char)(color.z*255);
} break;
case 'e': // Ke float float float Emmisive color (RGB)
{
@ -2285,12 +2280,12 @@ static Material LoadMTL(const char *fileName)
if (buffer[5] == 'd') // map_Kd string Diffuse color texture map.
{
result = sscanf(buffer, "map_Kd %s", mapFileName);
if (result != EOF) material.maps[TEXMAP_DIFFUSE].tex = LoadTexture(mapFileName);
if (result != EOF) material.maps[MAP_DIFFUSE].texture = LoadTexture(mapFileName);
}
else if (buffer[5] == 's') // map_Ks string Specular color texture map.
{
result = sscanf(buffer, "map_Ks %s", mapFileName);
if (result != EOF) material.maps[TEXMAP_SPECULAR].tex = LoadTexture(mapFileName);
if (result != EOF) material.maps[MAP_SPECULAR].texture = LoadTexture(mapFileName);
}
else if (buffer[5] == 'a') // map_Ka string Ambient color texture map.
{
@ -2300,12 +2295,12 @@ static Material LoadMTL(const char *fileName)
case 'B': // map_Bump string Bump texture map.
{
result = sscanf(buffer, "map_Bump %s", mapFileName);
if (result != EOF) material.maps[TEXMAP_NORMAL].tex = LoadTexture(mapFileName);
if (result != EOF) material.maps[MAP_NORMAL].texture = LoadTexture(mapFileName);
} break;
case 'b': // map_bump string Bump texture map.
{
result = sscanf(buffer, "map_bump %s", mapFileName);
if (result != EOF) material.maps[TEXMAP_NORMAL].tex = LoadTexture(mapFileName);
if (result != EOF) material.maps[MAP_NORMAL].texture = LoadTexture(mapFileName);
} break;
case 'd': // map_d string Opacity texture map.
{
@ -2320,7 +2315,7 @@ static Material LoadMTL(const char *fileName)
{
float alpha = 1.0f;
sscanf(buffer, "d %f", &alpha);
material.maps[TEXMAP_DIFFUSE].color.a = (unsigned char)(alpha*255);
material.maps[MAP_DIFFUSE].color.a = (unsigned char)(alpha*255);
}
else if (buffer[1] == 'i') // disp string Displacement map
{
@ -2330,13 +2325,13 @@ static Material LoadMTL(const char *fileName)
case 'b': // bump string Bump texture map
{
result = sscanf(buffer, "bump %s", mapFileName);
if (result != EOF) material.maps[TEXMAP_NORMAL].tex = LoadTexture(mapFileName);
if (result != EOF) material.maps[MAP_NORMAL].texture = LoadTexture(mapFileName);
} break;
case 'T': // Tr float Transparency Tr (alpha). Tr is inverse of d
{
float ialpha = 0.0f;
sscanf(buffer, "Tr %f", &ialpha);
material.maps[TEXMAP_DIFFUSE].color.a = (unsigned char)((1.0f - ialpha)*255);
material.maps[MAP_DIFFUSE].color.a = (unsigned char)((1.0f - ialpha)*255);
} break;
case 'r': // refl string Reflection texture map

View File

@ -292,9 +292,8 @@
#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo)
// Shader and material limits
#define MAX_SHADER_LOCATIONS 32
#define MAX_MATERIAL_TEXTURE_MAPS 12
#define MAX_MATERIAL_PARAMS 8
#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
//----------------------------------------------------------------------------------
// Structures Definition
@ -405,21 +404,22 @@ typedef struct Camera2D {
// Bounding box type
typedef struct BoundingBox {
Vector3 min; // minimum vertex box-corner
Vector3 max; // maximum vertex box-corner
Vector3 min; // Minimum vertex box-corner
Vector3 max; // Maximum vertex box-corner
} BoundingBox;
// Vertex data definning a mesh
typedef struct Mesh {
int vertexCount; // number of vertices stored in arrays
int triangleCount; // number of triangles stored (indexed or not)
float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices;// vertex indices (in case vertex data comes indexed)
int vertexCount; // Number of vertices stored in arrays
int triangleCount; // Number of triangles stored (indexed or not)
float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // Vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
@ -427,22 +427,22 @@ typedef struct Mesh {
// Shader type (generic)
typedef struct Shader {
unsigned int id; // Shader program id
int locs[MAX_SHADER_LOCATIONS]; // Initialized on LoadShader(), set to MAX_SHADER_LOCATIONS
unsigned int id; // Shader program id
int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
} Shader;
// Material texture map
typedef struct TextureMap {
Texture2D tex;
Color color;
float value;
} TextureMap;
typedef struct MaterialMap {
Texture2D texture; // Material map texture
Color color; // Material map color
float value; // Material map value
} MaterialMap;
// Material type (generic)
typedef struct Material {
Shader shader;
TextureMap maps[MAX_MATERIAL_TEXTURE_MAPS]; // Initialized on LoadMaterial*(), set to MAX_MATERIAL_TEXTURE_MAPS
float *params; // Initialized on LoadMaterial*(), set to MAX_MATERIAL_PARAMS
Shader shader; // Material shader
MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
float *params; // Material generic parameters (if required)
} Material;
// Model type
@ -526,6 +526,7 @@ typedef enum {
LOG_OTHER
} LogType;
// Shader location point type
typedef enum {
LOC_VERTEX_POSITION = 0,
LOC_VERTEX_TEXCOORD01,
@ -541,38 +542,39 @@ typedef enum {
LOC_COLOR_DIFFUSE,
LOC_COLOR_SPECULAR,
LOC_COLOR_AMBIENT,
LOC_TEXMAP_ALBEDO, // LOC_TEXMAP_DIFFUSE
LOC_TEXMAP_METALNESS, // LOC_TEXMAP_SPECULAR
LOC_TEXMAP_NORMAL,
LOC_TEXMAP_ROUGHNESS,
LOC_TEXMAP_OCCUSION,
LOC_TEXMAP_EMISSION,
LOC_TEXMAP_HEIGHT,
LOC_TEXMAP_CUBEMAP,
LOC_TEXMAP_IRRADIANCE,
LOC_TEXMAP_PREFILTER,
LOC_TEXMAP_BRDF
LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
LOC_MAP_NORMAL,
LOC_MAP_ROUGHNESS,
LOC_MAP_OCCUSION,
LOC_MAP_EMISSION,
LOC_MAP_HEIGHT,
LOC_MAP_CUBEMAP,
LOC_MAP_IRRADIANCE,
LOC_MAP_PREFILTER,
LOC_MAP_BRDF
} ShaderLocationIndex;
#define LOC_TEXMAP_DIFFUSE LOC_TEXMAP_ALBEDO
#define LOC_TEXMAP_SPECULAR LOC_TEXMAP_METALNESS
#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
// Material map type
typedef enum {
TEXMAP_ALBEDO = 0, // TEXMAP_DIFFUSE
TEXMAP_METALNESS = 1, // TEXMAP_SPECULAR
TEXMAP_NORMAL = 2,
TEXMAP_ROUGHNESS = 3,
TEXMAP_OCCLUSION,
TEXMAP_EMISSION,
TEXMAP_HEIGHT,
TEXMAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
TEXMAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
TEXMAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
TEXMAP_BRDF
MAP_ALBEDO = 0, // MAP_DIFFUSE
MAP_METALNESS = 1, // MAP_SPECULAR
MAP_NORMAL = 2,
MAP_ROUGHNESS = 3,
MAP_OCCLUSION,
MAP_EMISSION,
MAP_HEIGHT,
MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MAP_BRDF
} TexmapIndex;
#define TEXMAP_DIFFUSE TEXMAP_ALBEDO
#define TEXMAP_SPECULAR TEXMAP_METALNESS
#define MAP_DIFFUSE MAP_ALBEDO
#define MAP_SPECULAR MAP_METALNESS
// Texture formats
// NOTE: Support depends on OpenGL version and platform
@ -1037,8 +1039,6 @@ RLAPI void UnloadShader(Shader shader); // Unl
RLAPI Shader GetShaderDefault(void); // Get default shader
RLAPI Texture2D GetTextureDefault(void); // Get default texture
RLAPI Texture2D rlGenMapCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture
// Shader configuration functions
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
@ -1047,6 +1047,12 @@ RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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
// Shading begin/end functions
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)

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@ -146,6 +146,7 @@ typedef unsigned char byte;
typedef enum { false, true } bool;
#endif
// Shader location point type
typedef enum {
LOC_VERTEX_POSITION = 0,
LOC_VERTEX_TEXCOORD01,
@ -161,38 +162,39 @@ typedef unsigned char byte;
LOC_COLOR_DIFFUSE,
LOC_COLOR_SPECULAR,
LOC_COLOR_AMBIENT,
LOC_TEXMAP_ALBEDO, // LOC_TEXMAP_DIFFUSE
LOC_TEXMAP_METALNESS, // LOC_TEXMAP_SPECULAR
LOC_TEXMAP_NORMAL,
LOC_TEXMAP_ROUGHNESS,
LOC_TEXMAP_OCCUSION,
LOC_TEXMAP_EMISSION,
LOC_TEXMAP_HEIGHT,
LOC_TEXMAP_CUBEMAP,
LOC_TEXMAP_IRRADIANCE,
LOC_TEXMAP_PREFILTER,
LOC_TEXMAP_BRDF
LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
LOC_MAP_NORMAL,
LOC_MAP_ROUGHNESS,
LOC_MAP_OCCUSION,
LOC_MAP_EMISSION,
LOC_MAP_HEIGHT,
LOC_MAP_CUBEMAP,
LOC_MAP_IRRADIANCE,
LOC_MAP_PREFILTER,
LOC_MAP_BRDF
} ShaderLocationIndex;
#define LOC_TEXMAP_DIFFUSE LOC_TEXMAP_ALBEDO
#define LOC_TEXMAP_SPECULAR LOC_TEXMAP_METALNESS
#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
// Material map type
typedef enum {
TEXMAP_ALBEDO = 0, // TEXMAP_DIFFUSE
TEXMAP_METALNESS = 1, // TEXMAP_SPECULAR
TEXMAP_NORMAL = 2,
TEXMAP_ROUGHNESS = 3,
TEXMAP_OCCLUSION,
TEXMAP_EMISSION,
TEXMAP_HEIGHT,
TEXMAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
TEXMAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
TEXMAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
TEXMAP_BRDF
MAP_ALBEDO = 0, // MAP_DIFFUSE
MAP_METALNESS = 1, // MAP_SPECULAR
MAP_NORMAL = 2,
MAP_ROUGHNESS = 3,
MAP_OCCLUSION,
MAP_EMISSION,
MAP_HEIGHT,
MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MAP_BRDF
} TexmapIndex;
#define TEXMAP_DIFFUSE TEXMAP_ALBEDO
#define TEXMAP_SPECULAR TEXMAP_METALNESS
#define MAP_DIFFUSE MAP_ALBEDO
#define MAP_SPECULAR MAP_METALNESS
// Color type, RGBA (32bit)
typedef struct Color {
@ -237,8 +239,7 @@ typedef unsigned char byte;
// Shader and material limits
#define MAX_SHADER_LOCATIONS 32
#define MAX_MATERIAL_TEXTURE_MAPS 12
#define MAX_MATERIAL_PARAMS 8
#define MAX_MATERIAL_MAPS 12
// Shader type (generic)
typedef struct Shader {
@ -247,16 +248,16 @@ typedef unsigned char byte;
} Shader;
// Material texture map
typedef struct TextureMap {
typedef struct MaterialMap {
Texture2D tex;
Color color;
float value;
} TextureMap;
} MaterialMap;
// Material type (generic)
typedef struct Material {
Shader shader;
TextureMap maps[MAX_TEXTURE_MAPS]; // Initialized on LoadMaterial*(), set to MAX_TEXTURE_MAPS
MaterialMap maps[MAX_TEXTURE_MAPS]; // Initialized on LoadMaterial*(), set to MAX_TEXTURE_MAPS
float *params; // Initialized on LoadMaterial*(), set to MAX_MATERIAL_PARAMS
} Material;
@ -400,9 +401,10 @@ Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coo
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
void rlglLoadExtensions(void *loader); // Load OpenGL extensions
void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
void rlglDraw(void); // Update and Draw default buffers (lines, triangles, quads)
void rlLoadExtensions(void *loader); // Load OpenGL extensions
// Textures data management
unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
@ -419,12 +421,6 @@ void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update ve
void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
// Texture maps generation (PBR)
Texture2D rlGenMapCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture
Texture2D rlGenMapIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map
Texture2D rlGenMapPrefilter(Texture2D cubemap, int size); // Generate prefilter texture map
Texture2D rlGenMapBRDF(Texture2D cubemap, int size); // Generate BRDF texture map
// NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
@ -447,11 +443,19 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // S
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
// Texture maps generation (PBR)
Texture2D GenTextureCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture
Texture2D GenTextureIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map
Texture2D GenTexturePrefilter(Texture2D cubemap, int size); // Generate prefilter texture map
Texture2D GenTextureBRDF(Texture2D cubemap, int size); // Generate BRDF texture map
// Shading and blending
void BeginShaderMode(Shader shader); // Begin custom shader drawing
void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
// VR simulator functionality
void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
void CloseVrSimulator(void); // Close VR simulator for current device
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera