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Diffstat (limited to 'examples/web/models/models_material_pbr.c')
| -rw-r--r-- | examples/web/models/models_material_pbr.c | 224 |
1 files changed, 0 insertions, 224 deletions
diff --git a/examples/web/models/models_material_pbr.c b/examples/web/models/models_material_pbr.c deleted file mode 100644 index 5692653..0000000 --- a/examples/web/models/models_material_pbr.c +++ /dev/null @@ -1,224 +0,0 @@ -/******************************************************************************************* -* -* 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" - -#if defined(PLATFORM_WEB) - #include <emscripten/emscripten.h> -#endif - -#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 - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -const int screenWidth = 800; -const int screenHeight = 450; - -// Define the camera to look into our 3d world -Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; - -Model model = { 0 }; - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void); // Update and Draw one frame - -// PBR material loading -static Material LoadMaterialPBR(Color albedo, float metalness, float roughness); - -//---------------------------------------------------------------------------------- -// Program Main Entry Point -//---------------------------------------------------------------------------------- -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) - InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material"); - - // Load model and PBR material - model = LoadModel("resources/pbr/trooper.obj"); - model.material = 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.material.shader), - CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader), - CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.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.material.shader) - }; - - SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode - -#if defined(PLATFORM_WEB) - emscripten_set_main_loop(UpdateDrawFrame, 60, 1); -#else - SetTargetFPS(60); // Set our game to run at 60 frames-per-second - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - UpdateDrawFrame(); - } -#endif - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadModel(model); // Unload skybox model - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void) -{ - // 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.material.shader, model.material.shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, 3); - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - Begin3dMode(camera); - - DrawModel(model, Vector3Zero(), 1.0f, WHITE); - - DrawGrid(10, 1.0f); - - End3dMode(); - - DrawFPS(10, 10); - - EndDrawing(); - //---------------------------------------------------------------------------------- -} - -// 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[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_OCCUSION] = 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, "mMatrix"); - 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 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); - Shader shdrIrradiance = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS); - Shader shdrPrefilter = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS); - Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS); - - // Setup required shader locations - SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1); - SetShaderValuei(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, 1); - SetShaderValuei(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, 1); - - Texture2D texHDR = LoadTexture("resources/pinetree.hdr"); - Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE); - mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); - mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); - mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, cubemap, 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[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 - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, 1); - - int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); - SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1); - - // 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; - - return mat; -}
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