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-rw-r--r--examples/src/models/models_material_pbr.c83
1 files changed, 47 insertions, 36 deletions
diff --git a/examples/src/models/models_material_pbr.c b/examples/src/models/models_material_pbr.c
index 5c308cf..8d51eef 100644
--- a/examples/src/models/models_material_pbr.c
+++ b/examples/src/models/models_material_pbr.c
@@ -25,12 +25,12 @@
// PBR material loading
static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ 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");
@@ -45,7 +45,7 @@ int main()
// 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]);
@@ -54,13 +54,13 @@ int main()
// Define lights attributes
// NOTE: Shader is passed to every light on creation to define shader bindings internally
- Light lights[MAX_LIGHTS] = {
+ 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)
+ 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
@@ -72,7 +72,7 @@ int main()
// 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);
@@ -87,7 +87,7 @@ int main()
BeginMode3D(camera);
DrawModel(model, Vector3Zero(), 1.0f, WHITE);
-
+
DrawGrid(10, 1.0f);
EndMode3D();
@@ -114,11 +114,12 @@ 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);
-
+#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");
@@ -136,7 +137,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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");
@@ -144,23 +145,33 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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");
+ // 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);
@@ -174,27 +185,27 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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);