/******************************************************************************************* * * raylib [models] example - PBR material * * NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330 * is currently supported. OpenGL ES 2.0 platforms are not supported at the moment. * * This example has been created using raylib 1.8 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2017 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #include "rlgl.h" #include #define RLIGHTS_IMPLEMENTATION #include "rlights.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif #define CUBEMAP_SIZE 1024 // Cubemap texture size #define IRRADIANCE_SIZE 32 // Irradiance texture size #define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size #define BRDF_SIZE 512 // BRDF LUT texture size #define LIGHT_DISTANCE 1000.0f #define LIGHT_HEIGHT 1.0f // PBR texture maps generation static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture static Texture2D GenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture // PBR material loading static Material LoadMaterialPBR(Color albedo, float metalness, float roughness); int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera mode type // Load model and PBR material Model model = LoadModel("resources/pbr/trooper.obj"); // Mesh tangents are generated... and uploaded to GPU // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO //MeshTangents(&model.meshes[0]); model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f); // Create lights // NOTE: Lights are added to an internal lights pool automatically CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.materials[0].shader); CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.materials[0].shader); CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.materials[0].shader); CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.materials[0].shader); SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera // Send to material PBR shader camera view position float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModel(model, Vector3Zero(), 1.0f, WHITE); DrawGrid(10, 1.0f); EndMode3D(); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadMaterial(model.materials[0]); // Unload material: shader and textures UnloadModel(model); // Unload model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } // Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps) // NOTE: PBR shader is loaded inside this function static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) { Material mat = LoadMaterialDefault(); // Initialize material to default // Load PBR shader (requires several maps) mat.shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION)); // Get required locations points for PBR material // NOTE: Those location names must be available and used in the shader code mat.shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler"); mat.shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler"); mat.shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler"); mat.shader.locs[SHADER_LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler"); mat.shader.locs[SHADER_LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler"); //mat.shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler"); //mat.shader.locs[SHADER_LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler"); mat.shader.locs[SHADER_LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap"); mat.shader.locs[SHADER_LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap"); mat.shader.locs[SHADER_LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT"); // Set view matrix location mat.shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel"); //mat.shader.locs[SHADER_LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view"); mat.shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos"); // Set PBR standard maps mat.maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png"); mat.maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png"); mat.maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png"); mat.maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png"); mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png"); // Set textures filtering for better quality SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, FILTER_BILINEAR); // Enable sample usage in shader for assigned textures SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, SHADER_UNIFORM_INT); // Set up material properties color mat.maps[MATERIAL_MAP_ALBEDO].color = albedo; mat.maps[MATERIAL_MAP_NORMAL].color = (Color){ 128, 128, 255, 255 }; mat.maps[MATERIAL_MAP_METALNESS].value = metalness; mat.maps[MATERIAL_MAP_ROUGHNESS].value = roughness; mat.maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; mat.maps[MATERIAL_MAP_EMISSION].value = 0.5f; mat.maps[MATERIAL_MAP_HEIGHT].value = 0.5f; // Generate cubemap from panorama texture //-------------------------------------------------------------------------------------------------------- Texture2D panorama = LoadTexture("resources/dresden_square_2k.hdr"); // Load equirectangular to cubemap shader Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION)); SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32); UnloadTexture(panorama); UnloadShader(shdrCubemap); //-------------------------------------------------------------------------------------------------------- // Generate irradiance map from cubemap texture //-------------------------------------------------------------------------------------------------------- // Load irradiance (GI) calculation shader Shader shdrIrradiance = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/irradiance.fs", GLSL_VERSION)); SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); UnloadShader(shdrIrradiance); //-------------------------------------------------------------------------------------------------------- // Generate prefilter map from cubemap texture //-------------------------------------------------------------------------------------------------------- // Load reflection prefilter calculation shader Shader shdrPrefilter = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/prefilter.fs", GLSL_VERSION)); SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); UnloadTexture(cubemap); UnloadShader(shdrPrefilter); //-------------------------------------------------------------------------------------------------------- // Generate BRDF (bidirectional reflectance distribution function) texture (using shader) //-------------------------------------------------------------------------------------------------------- Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION)); mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE); UnloadShader(shdrBRDF); //-------------------------------------------------------------------------------------------------------- return mat; } // Texture maps generation (PBR) //------------------------------------------------------------------------------------------- // Generate cubemap texture from HDR texture static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format) { TextureCubemap cubemap = { 0 }; rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube // STEP 1: Setup framebuffer //------------------------------------------------------------------------------------------ unsigned int rbo = rlLoadTextureDepth(size, size, true); cubemap.id = rlLoadTextureCubemap(NULL, size, format); unsigned int fbo = rlLoadFramebuffer(size, size); rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0); rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0); // Check if framebuffer is complete with attachments (valid) if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo); //------------------------------------------------------------------------------------------ // STEP 2: Draw to framebuffer //------------------------------------------------------------------------------------------ // NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces) rlEnableShader(shader.id); // Define projection matrix and send it to shader Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection); // Define view matrix for every side of the cubemap Matrix fboViews[6] = { MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) }; rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions for (int i = 0; i < 6; i++) { rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]); rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0); rlEnableFramebuffer(fbo); rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system! rlClearScreenBuffers(); DrawCubeV(Vector3Zero(), Vector3One(), WHITE); rlDrawRenderBatchActive(); } //------------------------------------------------------------------------------------------ // STEP 3: Unload framebuffer and reset state //------------------------------------------------------------------------------------------ rlDisableShader(); // Unbind shader rlDisableTexture(); // Unbind texture rlDisableFramebuffer(); // Unbind framebuffer rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) // Reset viewport dimensions to default rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); rlEnableBackfaceCulling(); //------------------------------------------------------------------------------------------ cubemap.width = size; cubemap.height = size; cubemap.mipmaps = 1; cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32; return cubemap; } // Generate irradiance texture using cubemap data static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size) { TextureCubemap irradiance = { 0 }; rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube // STEP 1: Setup framebuffer //------------------------------------------------------------------------------------------ unsigned int rbo = rlLoadTextureDepth(size, size, true); irradiance.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32); unsigned int fbo = rlLoadFramebuffer(size, size); rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0); rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0); //------------------------------------------------------------------------------------------ // STEP 2: Draw to framebuffer //------------------------------------------------------------------------------------------ // NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap rlEnableShader(shader.id); // Define projection matrix and send it to shader Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection); // Define view matrix for every side of the cubemap Matrix fboViews[6] = { MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) }; rlActiveTextureSlot(0); rlEnableTextureCubemap(cubemap.id); rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions for (int i = 0; i < 6; i++) { rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]); rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0); rlEnableFramebuffer(fbo); rlClearScreenBuffers(); rlLoadDrawCube(); } //------------------------------------------------------------------------------------------ // STEP 3: Unload framebuffer and reset state //------------------------------------------------------------------------------------------ rlDisableShader(); // Unbind shader rlDisableTexture(); // Unbind texture rlDisableFramebuffer(); // Unbind framebuffer rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) // Reset viewport dimensions to default rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); rlEnableBackfaceCulling(); //------------------------------------------------------------------------------------------ irradiance.width = size; irradiance.height = size; irradiance.mipmaps = 1; irradiance.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32; return irradiance; } // Generate prefilter texture using cubemap data static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size) { TextureCubemap prefilter = { 0 }; rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube // STEP 1: Setup framebuffer //------------------------------------------------------------------------------------------ unsigned int rbo = rlLoadTextureDepth(size, size, true); prefilter.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32); rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_MIP_LINEAR); unsigned int fbo = rlLoadFramebuffer(size, size); rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0); rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0); //------------------------------------------------------------------------------------------ // Generate mipmaps for the prefiltered HDR texture //glGenerateMipmap(GL_TEXTURE_CUBE_MAP); // TODO! // STEP 2: Draw to framebuffer //------------------------------------------------------------------------------------------ // NOTE: Shader is used to prefilter HDR and store data into mipmap levels // Define projection matrix and send it to shader Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); rlEnableShader(shader.id); rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection); // Define view matrix for every side of the cubemap Matrix fboViews[6] = { MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) }; rlActiveTextureSlot(0); rlEnableTextureCubemap(cubemap.id); // TODO: Locations should be taken out of this function... too shader dependant... int roughnessLoc = rlGetLocationUniform(shader.id, "roughness"); rlEnableFramebuffer(fbo); #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++) { // Resize framebuffer according to mip-level size. unsigned int mipWidth = size*(int)powf(0.5f, (float)mip); unsigned int mipHeight = size*(int)powf(0.5f, (float)mip); rlViewport(0, 0, mipWidth, mipHeight); //glBindRenderbuffer(GL_RENDERBUFFER, rbo); //glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight); float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1); rlSetUniform(roughnessLoc, &roughness, SHADER_UNIFORM_FLOAT, 1); for (int i = 0; i < 6; i++) { rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]); rlFramebufferAttach(fbo, prefilter.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, mip); rlClearScreenBuffers(); rlLoadDrawCube(); } } //------------------------------------------------------------------------------------------ // STEP 3: Unload framebuffer and reset state //------------------------------------------------------------------------------------------ rlDisableShader(); // Unbind shader rlDisableTexture(); // Unbind texture rlDisableFramebuffer(); // Unbind framebuffer rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) // Reset viewport dimensions to default rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); rlEnableBackfaceCulling(); //------------------------------------------------------------------------------------------ prefilter.width = size; prefilter.height = size; prefilter.mipmaps = MAX_MIPMAP_LEVELS; prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32; return prefilter; } // Generate BRDF texture using cubemap data // TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator static Texture2D GenTextureBRDF(Shader shader, int size) { Texture2D brdf = { 0 }; // STEP 1: Setup framebuffer //------------------------------------------------------------------------------------------ unsigned int rbo = rlLoadTextureDepth(size, size, true); brdf.id = rlLoadTexture(NULL, size, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1); unsigned int fbo = rlLoadFramebuffer(size, size); rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0); rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0); //------------------------------------------------------------------------------------------ // STEP 2: Draw to framebuffer //------------------------------------------------------------------------------------------ // NOTE: Render BRDF LUT into a quad using FBO rlEnableShader(shader.id); rlViewport(0, 0, size, size); rlEnableFramebuffer(fbo); rlClearScreenBuffers(); rlLoadDrawQuad(); //------------------------------------------------------------------------------------------ // STEP 3: Unload framebuffer and reset state //------------------------------------------------------------------------------------------ rlDisableShader(); // Unbind shader rlDisableTexture(); // Unbind texture rlDisableFramebuffer(); // Unbind framebuffer rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) // Reset viewport dimensions to default rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); //------------------------------------------------------------------------------------------ brdf.width = size; brdf.height = size; brdf.mipmaps = 1; brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32; return brdf; }