/******************************************************************************************* * * raylib [models] example - PBR material * * 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" #define RLIGHTS_IMPLEMENTATION #include "rlights.h" #define CUBEMAP_SIZE 512 // 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 // PBR material loading static Material LoadMaterialPBR(Color albedo, float metalness, float roughness); int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; 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.type = 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); // Define lights attributes // NOTE: Shader is passed to every light on creation to define shader bindings internally Light lights[MAX_LIGHTS] = { CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.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[LOC_VECTOR_VIEW], cameraPos, 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 //-------------------------------------------------------------------------------------- UnloadModel(model); // Unload skybox 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 = { 0 }; // NOTE: All maps textures are set to { 0 } #define PATH_PBR_VS "resources/shaders/pbr.vs" // Path to physically based rendering vertex shader #define PATH_PBR_FS "resources/shaders/pbr.fs" // Path to physically based rendering fragment shader mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS); // Get required locations points for PBR material // NOTE: Those location names must be available and used in the shader code mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler"); mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler"); mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler"); mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler"); mat.shader.locs[LOC_MAP_OCCLUSION] = 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, "matModel"); mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view"); mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos"); // Set PBR standard maps mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png"); mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png"); mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png"); mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png"); mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png"); // Set environment maps #define PATH_CUBEMAP_VS "resources/shaders/cubemap.vs" // Path to equirectangular to cubemap vertex shader #define PATH_CUBEMAP_FS "resources/shaders/cubemap.fs" // Path to equirectangular to cubemap fragment shader #define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader #define PATH_IRRADIANCE_FS "resources/shaders/irradiance.fs" // Path to irradiance (GI) calculation fragment shader #define PATH_PREFILTER_FS "resources/shaders/prefilter.fs" // Path to reflection prefilter calculation fragment shader #define PATH_BRDF_VS "resources/shaders/brdf.vs" // Path to bidirectional reflectance distribution function vertex shader #define PATH_BRDF_FS "resources/shaders/brdf.fs" // Path to bidirectional reflectance distribution function fragment shader Shader shdrCubemap = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS); printf("Loaded shader: cubemap\n"); Shader shdrIrradiance = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS); printf("Loaded shader: irradiance\n"); Shader shdrPrefilter = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS); printf("Loaded shader: prefilter\n"); Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS); printf("Loaded shader: brdf\n"); // Setup required shader locations SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); Texture2D texHDR = LoadTexture("resources/dresden_square.hdr"); Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE); mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE); UnloadTexture(cubemap); UnloadTexture(texHDR); // Unload already used shaders (to create specific textures) UnloadShader(shdrCubemap); UnloadShader(shdrIrradiance); UnloadShader(shdrPrefilter); UnloadShader(shdrBRDF); // Set textures filtering for better quality SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR); // Enable sample usage in shader for assigned textures SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT); SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT); SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT); int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT); // Set up material properties color mat.maps[MAP_ALBEDO].color = albedo; mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 }; mat.maps[MAP_METALNESS].value = metalness; mat.maps[MAP_ROUGHNESS].value = roughness; mat.maps[MAP_OCCLUSION].value = 1.0f; mat.maps[MAP_EMISSION].value = 0.5f; mat.maps[MAP_HEIGHT].value = 0.5f; return mat; }