raylib/examples/models/models_material_pbr.c

238 lines
12 KiB
C

/*******************************************************************************************
*
* 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 <stdio.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(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.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]);
UnloadMaterial(model.materials[0]); // get rid of default material
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[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
//--------------------------------------------------------------------------------------
// Shaders and textures must be unloaded by user,
// they could be in use by other models
UnloadTexture(model.materials[0].maps[MAP_ALBEDO].texture);
UnloadTexture(model.materials[0].maps[MAP_NORMAL].texture);
UnloadTexture(model.materials[0].maps[MAP_METALNESS].texture);
UnloadTexture(model.materials[0].maps[MAP_ROUGHNESS].texture);
UnloadTexture(model.materials[0].maps[MAP_OCCLUSION].texture);
UnloadTexture(model.materials[0].maps[MAP_IRRADIANCE].texture);
UnloadTexture(model.materials[0].maps[MAP_PREFILTER].texture);
UnloadTexture(model.materials[0].maps[MAP_BRDF].texture);
UnloadShader(model.materials[0].shader);
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
#if defined(PLATFORM_DESKTOP)
mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
mat.shader = LoadShader("resources/shaders/glsl100/pbr.vs", "resources/shaders/glsl100/pbr.fs");
#endif
// 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");
// Load equirectangular to cubemap shader
#if defined(PLATFORM_DESKTOP)
Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
#endif
// Load irradiance (GI) calculation shader
#if defined(PLATFORM_DESKTOP)
Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs");
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
#endif
// Load reflection prefilter calculation shader
#if defined(PLATFORM_DESKTOP)
Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs");
#else
Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
#endif
// Load bidirectional reflectance distribution function shader
#if defined(PLATFORM_DESKTOP)
Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs");
#else
Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
#endif
// 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;
}