Working on PBR materials, renamed some data
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8f569e59b1
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@ -31,7 +31,7 @@ int main()
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// NOTE: By default each cube is mapped to one part of texture atlas
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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model.material.maps[TEXMAP_DIFFUSE].tex = texture; // Set map diffuse texture
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model.material.maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
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@ -58,18 +58,18 @@ int main()
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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, TEXMAP_ALBEDO, LoadTexture("resources/pbr/trooper_albedo.png"));
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SetMaterialTexture(&model.material, TEXMAP_NORMAL, LoadTexture("resources/pbr/trooper_normals.png"));
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SetMaterialTexture(&model.material, TEXMAP_METALNESS, LoadTexture("resources/pbr/trooper_metalness.png"));
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SetMaterialTexture(&model.material, TEXMAP_ROUGHNESS, LoadTexture("resources/pbr/trooper_roughness.png"));
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SetMaterialTexture(&model.material, TEXMAP_OCCLUSION, LoadTexture("resources/pbr/trooper_ao.png"));
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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[TEXMAP_ALBEDO].tex, FILTER_BILINEAR);
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SetTextureFilter(model.material.maps[TEXMAP_NORMAL].tex, FILTER_BILINEAR);
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SetTextureFilter(model.material.maps[TEXMAP_METALNESS].tex, FILTER_BILINEAR);
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SetTextureFilter(model.material.maps[TEXMAP_ROUGHNESS].tex, FILTER_BILINEAR);
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SetTextureFilter(model.material.maps[TEXMAP_OCCLUSION].tex, FILTER_BILINEAR);
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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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@ -30,8 +30,8 @@ int main()
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skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs");
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Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
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skybox.material.maps[TEXMAP_CUBEMAP].tex = rlGenMapCubemap(texHDR, 512);
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SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ TEXMAP_CUBEMAP }, 1);
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skybox.material.maps[MAP_CUBEMAP].texture = GenTextureCubemap(texHDR, 512);
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SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, 1);
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// Get skybox shader locations
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skybox.material.shader.locs[LOC_MATRIX_PROJECTION] = GetShaderLocation(skybox.material.shader, "projection");
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@ -66,7 +66,7 @@ int main()
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Begin3dMode(camera);
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DrawModel(skybox, VectorZero(), 1.0f, RED);
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DrawModel(skybox, VectorZero(), 1.0f, WHITE);
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DrawGrid(10, 1.0f);
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@ -1878,7 +1878,7 @@ static void InitGraphicsDevice(int width, int height)
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#if defined(PLATFORM_DESKTOP)
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// Load OpenGL 3.3 extensions
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// NOTE: GLFW loader function is passed as parameter
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rlglLoadExtensions(glfwGetProcAddress);
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rlLoadExtensions(glfwGetProcAddress);
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#endif
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// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
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127
src/models.c
127
src/models.c
@ -1281,12 +1281,12 @@ Material LoadMaterialDefault(void)
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Material material = { 0 };
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material.shader = GetShaderDefault();
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material.maps[TEXMAP_DIFFUSE].tex = GetTextureDefault(); // White texture (1x1 pixel)
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//material.maps[TEXMAP_NORMAL].tex; // NOTE: By default, not set
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//material.maps[TEXMAP_SPECULAR].tex; // NOTE: By default, not set
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material.maps[MAP_DIFFUSE].texture = GetTextureDefault(); // White texture (1x1 pixel)
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//material.maps[MAP_NORMAL].tex; // NOTE: By default, not set
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//material.maps[MAP_SPECULAR].tex; // NOTE: By default, not set
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material.maps[TEXMAP_DIFFUSE].color = WHITE; // Diffuse color
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material.maps[TEXMAP_SPECULAR].color = WHITE; // Specular color
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material.maps[MAP_DIFFUSE].color = WHITE; // Diffuse color
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material.maps[MAP_SPECULAR].color = WHITE; // Specular color
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return material;
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}
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@ -1294,7 +1294,7 @@ Material LoadMaterialDefault(void)
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// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
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Material LoadMaterialPBR(Texture2D hdr, Color albedo, float metalness, float roughness)
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{
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Material mat = { 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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@ -1303,16 +1303,16 @@ Material LoadMaterialPBR(Texture2D hdr, Color albedo, float metalness, float rou
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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_TEXMAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
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mat.shader.locs[LOC_TEXMAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
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mat.shader.locs[LOC_TEXMAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
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mat.shader.locs[LOC_TEXMAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
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mat.shader.locs[LOC_TEXMAP_OCCUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
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mat.shader.locs[LOC_TEXMAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
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mat.shader.locs[LOC_TEXMAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
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mat.shader.locs[LOC_TEXMAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
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mat.shader.locs[LOC_TEXMAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
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mat.shader.locs[LOC_TEXMAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
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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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// Set view matrix location
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mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "mMatrix");
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@ -1320,30 +1320,25 @@ Material LoadMaterialPBR(Texture2D hdr, Color albedo, float metalness, float rou
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mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
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// Set up material properties color
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mat.maps[TEXMAP_ALBEDO].color = albedo;
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mat.maps[TEXMAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
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mat.maps[TEXMAP_METALNESS].value = metalness;
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mat.maps[TEXMAP_ROUGHNESS].value = roughness;
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mat.maps[TEXMAP_OCCLUSION].value = 1.0f;
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mat.maps[TEXMAP_EMISSION].value = 0.0f;
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mat.maps[TEXMAP_HEIGHT].value = 0.0f;
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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 = 0.0f;
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mat.maps[MAP_HEIGHT].value = 0.0f;
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#define CUBEMAP_SIZE 1024 // Cubemap texture size
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#define CUBEMAP_SIZE 512 // Cubemap texture size
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#define IRRADIANCE_SIZE 32 // Irradiance map from cubemap texture size
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#define PREFILTERED_SIZE 256 // Prefiltered HDR environment map texture size
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#define BRDF_SIZE 512 // BRDF LUT texture map size
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// Set up environment materials cubemap
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Texture2D cubemap = rlGenMapCubemap(hdr, CUBEMAP_SIZE);
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mat.maps[TEXMAP_IRRADIANCE].tex = rlGenMapIrradiance(cubemap, IRRADIANCE_SIZE);
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mat.maps[TEXMAP_PREFILTER].tex = rlGenMapPrefilter(cubemap, PREFILTERED_SIZE);
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mat.maps[TEXMAP_BRDF].tex = rlGenMapBRDF(cubemap, BRDF_SIZE);
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Texture2D cubemap = GenTextureCubemap(hdr, CUBEMAP_SIZE);
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mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(cubemap, IRRADIANCE_SIZE);
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mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(cubemap, PREFILTERED_SIZE);
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mat.maps[MAP_BRDF].texture = GenTextureBRDF(cubemap, BRDF_SIZE);
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UnloadTexture(cubemap);
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// NOTE: All maps textures are set to { 0 }
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// Reset viewport dimensions to default
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rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
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return mat;
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}
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@ -1355,53 +1350,53 @@ void UnloadMaterial(Material material)
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UnloadShader(material.shader);
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// Unload loaded texture maps
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for (int i = 0; i < MAX_MATERIAL_TEXTURE_MAPS; i++)
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for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
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{
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// NOTE: We already check for (tex.id > 0) inside function
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rlDeleteTextures(material.maps[i].tex.id);
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rlDeleteTextures(material.maps[i].texture.id);
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}
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}
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// Set material texture
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void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture)
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{
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mat->maps[texmapType].tex = texture;
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mat->maps[texmapType].texture = texture;
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// Update MaterialProperty use sampler state to use texture fetch instead of color attribute
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int location = -1;
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switch (texmapType)
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{
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case TEXMAP_ALBEDO:
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case MAP_ALBEDO:
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{
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location = GetShaderLocation(mat->shader, "albedo.useSampler");
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SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
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} break;
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case TEXMAP_NORMAL:
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case MAP_NORMAL:
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{
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location = GetShaderLocation(mat->shader, "normals.useSampler");
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SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
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} break;
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case TEXMAP_METALNESS:
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case MAP_METALNESS:
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{
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location = GetShaderLocation(mat->shader, "metalness.useSampler");
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SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
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} break;
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case TEXMAP_ROUGHNESS:
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case MAP_ROUGHNESS:
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{
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location = GetShaderLocation(mat->shader, "roughness.useSampler");
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SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
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} break;
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case TEXMAP_OCCLUSION:
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case MAP_OCCLUSION:
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{
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location = GetShaderLocation(mat->shader, "occlusion.useSampler");
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SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
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} break;
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case TEXMAP_EMISSION:
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case MAP_EMISSION:
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{
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location = GetShaderLocation(mat->shader, "emission.useSampler");
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SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
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} break;
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case TEXMAP_HEIGHT:
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case MAP_HEIGHT:
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{
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location = GetShaderLocation(mat->shader, "height.useSampler");
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SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
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@ -1412,44 +1407,44 @@ void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture)
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// Unset texture from material and unload it from GPU
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void UnsetMaterialTexture(Material *mat, int texmapType)
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{
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UnloadTexture(mat->maps[texmapType].tex);
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mat->maps[texmapType].tex = (Texture2D){ 0 };
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UnloadTexture(mat->maps[texmapType].texture);
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mat->maps[texmapType].texture = (Texture2D){ 0 };
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// Update MaterialProperty use sampler state to use texture fetch instead of color attribute
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int location = -1;
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switch (texmapType)
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{
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case TEXMAP_ALBEDO:
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case MAP_ALBEDO:
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{
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location = GetShaderLocation(mat->shader, "albedo.useSampler");
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SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
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} break;
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case TEXMAP_NORMAL:
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case MAP_NORMAL:
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{
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location = GetShaderLocation(mat->shader, "normals.useSampler");
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SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
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} break;
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case TEXMAP_METALNESS:
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case MAP_METALNESS:
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{
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location = GetShaderLocation(mat->shader, "metalness.useSampler");
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SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
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} break;
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case TEXMAP_ROUGHNESS:
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case MAP_ROUGHNESS:
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{
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location = GetShaderLocation(mat->shader, "roughness.useSampler");
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SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
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} break;
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case TEXMAP_OCCLUSION:
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case MAP_OCCLUSION:
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{
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location = GetShaderLocation(mat->shader, "occlusion.useSampler");
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SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
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} break;
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case TEXMAP_EMISSION:
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case MAP_EMISSION:
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{
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location = GetShaderLocation(mat->shader, "emission.useSampler");
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SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
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} break;
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case TEXMAP_HEIGHT:
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case MAP_HEIGHT:
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{
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location = GetShaderLocation(mat->shader, "height.useSampler");
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SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
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@ -1481,7 +1476,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
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//Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
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model.transform = MatrixMultiply(model.transform, matTransform);
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model.material.maps[TEXMAP_DIFFUSE].color = tint; // TODO: Multiply tint color by diffuse color?
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model.material.maps[MAP_DIFFUSE].color = tint; // TODO: Multiply tint color by diffuse color?
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rlDrawMesh(model.mesh, model.material, model.transform);
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}
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@ -2244,16 +2239,16 @@ static Material LoadMTL(const char *fileName)
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case 'd': // Kd float float float Diffuse color (RGB)
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{
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sscanf(buffer, "Kd %f %f %f", &color.x, &color.y, &color.z);
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material.maps[TEXMAP_DIFFUSE].color.r = (unsigned char)(color.x*255);
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material.maps[TEXMAP_DIFFUSE].color.g = (unsigned char)(color.y*255);
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material.maps[TEXMAP_DIFFUSE].color.b = (unsigned char)(color.z*255);
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material.maps[MAP_DIFFUSE].color.r = (unsigned char)(color.x*255);
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material.maps[MAP_DIFFUSE].color.g = (unsigned char)(color.y*255);
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material.maps[MAP_DIFFUSE].color.b = (unsigned char)(color.z*255);
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} break;
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case 's': // Ks float float float Specular color (RGB)
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{
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sscanf(buffer, "Ks %f %f %f", &color.x, &color.y, &color.z);
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material.maps[TEXMAP_SPECULAR].color.r = (unsigned char)(color.x*255);
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material.maps[TEXMAP_SPECULAR].color.g = (unsigned char)(color.y*255);
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material.maps[TEXMAP_SPECULAR].color.b = (unsigned char)(color.z*255);
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material.maps[MAP_SPECULAR].color.r = (unsigned char)(color.x*255);
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material.maps[MAP_SPECULAR].color.g = (unsigned char)(color.y*255);
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material.maps[MAP_SPECULAR].color.b = (unsigned char)(color.z*255);
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} break;
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case 'e': // Ke float float float Emmisive color (RGB)
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{
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@ -2285,12 +2280,12 @@ static Material LoadMTL(const char *fileName)
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if (buffer[5] == 'd') // map_Kd string Diffuse color texture map.
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{
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result = sscanf(buffer, "map_Kd %s", mapFileName);
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if (result != EOF) material.maps[TEXMAP_DIFFUSE].tex = LoadTexture(mapFileName);
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if (result != EOF) material.maps[MAP_DIFFUSE].texture = LoadTexture(mapFileName);
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}
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else if (buffer[5] == 's') // map_Ks string Specular color texture map.
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{
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result = sscanf(buffer, "map_Ks %s", mapFileName);
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if (result != EOF) material.maps[TEXMAP_SPECULAR].tex = LoadTexture(mapFileName);
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if (result != EOF) material.maps[MAP_SPECULAR].texture = LoadTexture(mapFileName);
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}
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else if (buffer[5] == 'a') // map_Ka string Ambient color texture map.
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{
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@ -2300,12 +2295,12 @@ static Material LoadMTL(const char *fileName)
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case 'B': // map_Bump string Bump texture map.
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{
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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
|
||||
|
110
src/raylib.h
110
src/raylib.h
@ -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)
|
||||
|
947
src/rlgl.c
947
src/rlgl.c
File diff suppressed because it is too large
Load Diff
84
src/rlgl.h
84
src/rlgl.h
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user