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authorTheManTheMythTheGameDev <[email protected]>2023-12-19 01:36:03 -0800
committerGitHub <[email protected]>2023-12-19 10:36:03 +0100
commit34a9163c520a353ebb9889ea291b7b8babd1d286 (patch)
tree380a4e678bbfc0677c1b1e3fba705d71b8eced15
parent9fcfc8d64b061da24e589faaaf9d8af79b3d1f3e (diff)
downloadraylib-34a9163c520a353ebb9889ea291b7b8babd1d286.tar.gz
raylib-34a9163c520a353ebb9889ea291b7b8babd1d286.zip
Remove dependencies from PBR example (#3649)
* Remove dependencies from PBR example * Reviewed example PR --------- Co-authored-by: Ray <[email protected]>
-rw-r--r--examples/shaders/rpbr.h466
-rw-r--r--examples/shaders/shaders_basic_pbr.c220
2 files changed, 172 insertions, 514 deletions
diff --git a/examples/shaders/rpbr.h b/examples/shaders/rpbr.h
deleted file mode 100644
index a8b7e939..00000000
--- a/examples/shaders/rpbr.h
+++ /dev/null
@@ -1,466 +0,0 @@
-/**********************************************************************************************
-*
-* raylib.pbr - Some useful functions to deal with pbr materials and lights
-*
-* CONFIGURATION:
-*
-* #define RPBR_IMPLEMENTATION
-* Generates the implementation of the library into the included file.
-* If not defined, the library is in header only mode and can be included in other headers
-* or source files without problems. But only ONE file should hold the implementation.
-*
-* LICENSE: zlib/libpng
-*
-* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad) 2017-2020 Victor Fisac(@victorfisac),Ramon Santamaria (@raysan5)
-*
-* This software is provided "as-is", without any express or implied warranty. In no event
-* will the authors be held liable for any damages arising from the use of this software.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RPBR_H
-#define RPBR_H
-#include "raylib.h"
-
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
-#define SHADER_LOC_MAP_MRA SHADER_LOC_MAP_METALNESS //METALLIC, ROUGHNESS and AO
-#define SHADER_LOC_MAP_EMISSIVE SHADER_LOC_MAP_HEIGHT //EMISSIVE
-#define MATERIAL_MAP_MRA MATERIAL_MAP_METALNESS
-#define MATERIAL_MAP_EMISSIVE MATERIAL_MAP_HEIGHT
-#define NULL 0
-#define COLOR_TO_ARRAY(c)
-
-typedef struct {
- int enabled;
- int type;
- Vector3 position;
- Vector3 target;
- float color[4];
- float intensity;
-
- int enabledLoc;
- int typeLoc;
- int positionLoc;
- int targetLoc;
- int colorLoc;
- int intensityLoc;
-} PBRLight;
-
-typedef enum {
- LIGHT_DIRECTIONAL = 0,
- LIGHT_POINT,
- LIGHT_SPOT
-} PBRLightType;
-
-typedef struct{
- Shader pbrShader;
- Shader skyShader;
- unsigned int cubemap;
- unsigned int irradiance;
- unsigned int prefilter;
- unsigned int brdf;
- int modelMatrixLoc;
- int pbrViewLoc;
- int skyViewLoc;
- int skyResolutionLoc;
-} PBREnvironment;
-
-typedef enum{
- PBR_COLOR_ALBEDO = 0,
- PBR_COLOR_EMISSIVE
-}PBRColorType;
-
-typedef enum{
- PBR_VEC2_TILING = 0,
- PBR_VEC2_OFFSET
-}PBRVec2Type;
-
-typedef enum{
- PBR_PARAM_NORMAL =0,
- PBR_PARAM_METALLIC,
- PBR_PARAM_ROUGHNESS,
- PBR_PARAM_EMISSIVE,
- PBR_PARAM_AO
-}PBRFloatType;
-
-typedef enum{
- PBR_TEXTURE_ALBEDO = 0,
- PBR_TEXTURE_NORMAL,
- PBR_TEXTURE_MRA,
- PBR_TEXTURE_EMISSIVE
-}PBRTexType;
-
-// Textures are moved to material from params to pack better and use less textures on the end
-// texture MRAE 4Channel R: Metallic G: Roughness B: A: Ambient Occlusion
-// texEmissive use just one channel, so we have 3 channels still to use if we need
-typedef struct {
- Shader pbrShader;
- float albedo[4];
- float normal;
- float metallic;
- float roughness;
- float ao;
- float emissive[4];
- float ambient[3];
- float emissivePower;
-
- Texture2D texAlbedo;
- Texture2D texNormal;
- Texture2D texMRA;//r: Metallic g: Roughness b: AO a:Empty
- Texture2D texEmissive; //Emissive Texture
- // Using float4 to store tilling at 1st and 2nd position and offset at 3rd and 4th
- float texTiling[2];
- float texOffset[2];
-
- int useTexAlbedo;
- int useTexNormal;
- int useTexMRA;
- int useTexEmissive;
-
- int albedoLoc;
- int normalLoc;
- int metallicLoc;
- int roughnessLoc;
- int aoLoc;
- int emissiveColorLoc;
- int emissivePowerLoc;
-
- int texTilingLoc;
- int texOffsetLoc;
-
- int useTexAlbedoLoc;
- int useTexNormalLoc;
- int useTexMRAELoc;
- int useTexEmissiveLoc;
-} PBRMaterial;
-
-typedef struct{
- Model model;
- PBRMaterial pbrMat;
-}PBRModel;
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-
-//----------------------------------------------------------------------------------
-// Module Functions Declaration
-//----------------------------------------------------------------------------------
-
-// Create a light and get shader locations
-PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color,float intensity, Shader shader);
-// Send light properties to shader
-void PBRLightUpdate(Shader shader, PBRLight light);
-
-//For now until we do real skylight
-void PBRSetAmbient(Shader shader, Color color, float intensity);
-
-PBRModel PBRModelLoad(const char *fileName);
-PBRModel PBRModelLoadFromMesh(Mesh mesh);
-
-void PBRLoadTextures(PBRMaterial *pbrMat,PBRTexType pbrTexType,const char *fileName);
-void UnloadPBRMaterial(PBRMaterial pbrMat);
-void PBRSetColor(PBRMaterial *pbrMat,PBRColorType pbrColorType,Color color);
-void PBRSetVec2(PBRMaterial *pbrMat,PBRVec2Type type,Vector2 value);
-void PBRSetFloat(PBRMaterial *pbrMat, PBRFloatType pbrParamType, float value);
-
-void PBRMaterialSetup( PBRMaterial *pbrMat,Shader pbrShader, PBREnvironment* environment);
-void PBRSetMaterial(PBRModel* model,PBRMaterial* pbrMat,int matIndex);
-void PBRDrawModel(PBRModel pbrModel, Vector3 position, float scale);
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif //RPBR_H
-
-/***********************************************************************************
-*
-* RPBR IMPLEMENTATION
-*
-************************************************************************************/
-
-#if defined(RPBR_IMPLEMENTATION)
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-static int lightsCount = 0; // Current amount of created lights
-
-// Create a light and get shader locations
-PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color,float intensity, Shader shader)
-{
- PBRLight light = { 0 };
-
- if (lightsCount < MAX_LIGHTS)
- {
- light.enabled = 1;
- light.type = type;
- light.position = position;
- light.target = target;
- light.color[0] = (float)color.r/(float)255;
- light.color[1] = (float)color.g/(float)255;
- light.color[2] = (float)color.b/(float)255;
- light.color[3] = (float)color.a/(float)255;
- light.intensity = intensity;
- // NOTE: Lighting shader naming must be the provided ones
- light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount));
- light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount));
- light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount));
- light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount));
- light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount));
- light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightsCount));
- PBRLightUpdate(shader, light);
-
- lightsCount++;
- }
-
- return light;
-}
-
-// Send light properties to shader
-// NOTE: Light shader locations should be available
-void PBRLightUpdate(Shader shader, PBRLight light)
-{
- SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
- SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
- // Send to shader light position values
- float position[3] = { light.position.x, light.position.y, light.position.z };
- SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
-
- // Send to shader light target position values
- float target[3] = { light.target.x, light.target.y, light.target.z };
- SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
- SetShaderValue(shader, light.colorLoc, light.color, SHADER_UNIFORM_VEC4);
- SetShaderValue(shader, light.intensityLoc, &light.intensity, SHADER_UNIFORM_FLOAT);
-}
-
-void PBRSetAmbient(Shader shader, Color color, float intensity){
- float col[3] = {color.r/255,color.g/255,color.b/255};
- SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), col, SHADER_UNIFORM_VEC3);
- SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &intensity, SHADER_UNIFORM_FLOAT);
-}
-
-void PBRMaterialSetup(PBRMaterial *pbrMat, Shader pbrShader, PBREnvironment* environment){
- pbrMat->pbrShader = pbrShader;
-
- pbrMat->texAlbedo = (Texture2D){0};
- pbrMat->texNormal = (Texture2D){0};
- pbrMat->texMRA = (Texture2D){0};
- pbrMat->texEmissive = (Texture2D){0};
-
- //PBRParam
- pbrMat->albedo[0] = 1.0;
- pbrMat->albedo[1] = 1.0;
- pbrMat->albedo[2] = 1.0;
- pbrMat->albedo[3] = 1.0;
- pbrMat->metallic = 0;
- pbrMat->roughness = 0;
- pbrMat->ao = 1.0;
- pbrMat->normal = 1;
- pbrMat->emissive[0] = 0;
- pbrMat->emissive[1] = 0;
- pbrMat->emissive[2] = 0;
- pbrMat->emissive[3] = 0;
-
- pbrMat->texTiling[0] = 1.0;
- pbrMat->texTiling[1] = 1.0;
- pbrMat->texOffset[0] = 0.0;
- pbrMat->texOffset[1] = 0.0;
- pbrMat->emissivePower = 1.0;
- // Set up PBR shader material locations
-
- pbrMat->albedoLoc = GetShaderLocation(pbrMat->pbrShader, "albedoColor");
- pbrMat->normalLoc = GetShaderLocation(pbrMat->pbrShader, "normalValue");
- pbrMat->metallicLoc = GetShaderLocation(pbrMat->pbrShader, "metallicValue");
- pbrMat->roughnessLoc = GetShaderLocation(pbrMat->pbrShader, "roughnessValue");
- pbrMat->aoLoc = GetShaderLocation(pbrMat->pbrShader, "aoValue");
- pbrMat->emissiveColorLoc = GetShaderLocation(pbrMat->pbrShader, "emissiveColor");
- pbrMat->emissivePowerLoc = GetShaderLocation(pbrMat->pbrShader, "emissivePower");
-
- pbrMat->texTilingLoc = GetShaderLocation(pbrMat->pbrShader, "tiling");
- pbrMat->texOffsetLoc = GetShaderLocation(pbrMat->pbrShader, "offset");
-
- pbrMat->useTexAlbedoLoc = GetShaderLocation(pbrMat->pbrShader, "useTexAlbedo");
- pbrMat->useTexNormalLoc = GetShaderLocation(pbrMat->pbrShader, "useTexNormal");
- pbrMat->useTexMRAELoc = GetShaderLocation(pbrMat->pbrShader, "useTexMRA");
- pbrMat->useTexEmissiveLoc = GetShaderLocation(pbrMat->pbrShader, "useTexEmissive");
-
- SetShaderValue(pbrMat->pbrShader,pbrMat->albedoLoc,pbrMat->albedo,SHADER_UNIFORM_VEC4);
- SetShaderValue(pbrMat->pbrShader, pbrMat->emissiveColorLoc, pbrMat->emissive, SHADER_UNIFORM_VEC4);
- SetShaderValue(pbrMat->pbrShader, pbrMat->emissivePowerLoc, &pbrMat->emissivePower, SHADER_UNIFORM_FLOAT);
- SetShaderValue(pbrMat->pbrShader,pbrMat->metallicLoc,&pbrMat->metallic,SHADER_UNIFORM_FLOAT);
- SetShaderValue(pbrMat->pbrShader,pbrMat->roughnessLoc,&pbrMat->roughness,SHADER_UNIFORM_FLOAT);
- SetShaderValue(pbrMat->pbrShader,pbrMat->aoLoc,&pbrMat->ao,SHADER_UNIFORM_FLOAT);
- SetShaderValue(pbrMat->pbrShader,pbrMat->normalLoc,&pbrMat->normal,SHADER_UNIFORM_FLOAT);
- SetShaderValue(pbrMat->pbrShader,pbrMat->texTilingLoc,pbrMat->texTiling,SHADER_UNIFORM_VEC2);
- SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,pbrMat->texOffset,SHADER_UNIFORM_VEC2);
-}
-
-void PBRLoadTextures(PBRMaterial *pbrMat,PBRTexType pbrTexType,const char *fileName){
- if(pbrMat == NULL) return;
- switch(pbrTexType){
- case PBR_TEXTURE_ALBEDO:
- pbrMat->texAlbedo = LoadTexture(fileName);
- pbrMat->useTexAlbedo = 1;
- break;
- case PBR_TEXTURE_MRA:
- pbrMat->texMRA = LoadTexture(fileName);
- pbrMat->useTexMRA = 1;
- break;
- case PBR_TEXTURE_NORMAL:
- pbrMat->texNormal = LoadTexture(fileName);
- pbrMat->useTexNormal = 1;
- break;
- case PBR_TEXTURE_EMISSIVE:
- pbrMat->texEmissive = LoadTexture(fileName);
- pbrMat->useTexEmissive = 1;
- break;
- }
-}
-
-void UnloadPBRMaterial(PBRMaterial pbrMat){
- if(pbrMat.useTexAlbedo == 1) UnloadTexture(pbrMat.texAlbedo);
- if(pbrMat.useTexNormal == 1) UnloadTexture(pbrMat.texNormal);
- if(pbrMat.useTexMRA == 1) UnloadTexture(pbrMat.texMRA);
- if(pbrMat.useTexEmissive == 1) UnloadTexture(pbrMat.texEmissive);
-}
-
-void PBRSetColor(PBRMaterial *pbrMat,PBRColorType pbrColorType,Color color){
- if(pbrMat == NULL) return;
- switch(pbrColorType){
- case PBR_COLOR_ALBEDO:
- pbrMat->albedo[0] = (float) color.r / 255;
- pbrMat->albedo[1] = (float) color.g / 255;
- pbrMat->albedo[2] = (float) color.b / 255;
- pbrMat->albedo[3] = (float) color.a / 255;
- SetShaderValue(pbrMat->pbrShader,pbrMat->albedoLoc,pbrMat->albedo,SHADER_UNIFORM_VEC4);
- break;
- case PBR_COLOR_EMISSIVE:
- pbrMat->emissive[0] = (float) color.r / 255;
- pbrMat->emissive[1] = (float) color.g / 255;
- pbrMat->emissive[2] = (float) color.b / 255;
- pbrMat->emissive[3] = (float) color.a / 255;
- SetShaderValue(pbrMat->pbrShader, pbrMat->emissiveColorLoc, pbrMat->emissive, SHADER_UNIFORM_VEC4);
- break;
- }
-}
-
-void PBRSetFloat(PBRMaterial *pbrMat, PBRFloatType pbrParamType, float value){
- if(pbrMat == NULL) return;
- switch(pbrParamType){
- case PBR_PARAM_METALLIC:
- pbrMat->metallic = value;
- SetShaderValue(pbrMat->pbrShader,pbrMat->metallicLoc,&pbrMat->metallic,SHADER_UNIFORM_FLOAT);
- break;
- case PBR_PARAM_ROUGHNESS:
- pbrMat->roughness = value;
- SetShaderValue(pbrMat->pbrShader,pbrMat->roughnessLoc,&pbrMat->roughness,SHADER_UNIFORM_FLOAT);
- break;
- case PBR_PARAM_NORMAL:
- pbrMat->normal = value;
- SetShaderValue(pbrMat->pbrShader,pbrMat->normalLoc,&pbrMat->normal,SHADER_UNIFORM_FLOAT);
- break;
- case PBR_PARAM_AO:
- pbrMat->ao = value;
- SetShaderValue(pbrMat->pbrShader,pbrMat->aoLoc,&pbrMat->ao,SHADER_UNIFORM_FLOAT);
- break;
- case PBR_PARAM_EMISSIVE:
- pbrMat->emissivePower = value;
- SetShaderValue(pbrMat->pbrShader,pbrMat->emissivePowerLoc,&pbrMat->emissivePower,SHADER_UNIFORM_FLOAT);
- break;
- }
-}
-
-
-void PBRSetVec2(PBRMaterial *pbrMat,PBRVec2Type type,Vector2 value){
- switch(type){
- case PBR_VEC2_TILING:
- pbrMat->texTiling[0] = value.x;
- pbrMat->texTiling[1] = value.y;
- SetShaderValue(pbrMat->pbrShader,pbrMat->texTilingLoc,&pbrMat->texTiling,SHADER_UNIFORM_VEC2);
- break;
- case PBR_VEC2_OFFSET:
- pbrMat->texOffset[0] = value.x;
- pbrMat->texOffset[1] = value.y;
- SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,&pbrMat->texOffset,SHADER_UNIFORM_VEC2);
- break;
- }
-}
-
-void PBRSetMaterial(PBRModel* model,PBRMaterial* pbrMat,int matIndex){
-
-
- model->pbrMat = *pbrMat;
- model->model.materials[matIndex].shader = model->pbrMat.pbrShader;
- pbrMat->pbrShader.locs[SHADER_LOC_MAP_MRA] = GetShaderLocation(pbrMat->pbrShader, "mraMap");
- pbrMat->pbrShader.locs[SHADER_LOC_MAP_EMISSIVE] = GetShaderLocation(pbrMat->pbrShader, "emissiveMap");
- pbrMat->pbrShader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(pbrMat->pbrShader, "normalMap");
-
- if(pbrMat->useTexAlbedo) {
- model->model.materials[matIndex].maps[MATERIAL_MAP_ALBEDO].texture = pbrMat->texAlbedo;
- }
- if(pbrMat->useTexMRA) {
- model->model.materials[matIndex].maps[MATERIAL_MAP_MRA].texture = pbrMat->texMRA;
- }
- if(pbrMat->useTexNormal) {
- model->model.materials[matIndex].maps[MATERIAL_MAP_NORMAL].texture = pbrMat->texNormal;
- }
- if(pbrMat->useTexEmissive) {
- model->model.materials[matIndex].maps[MATERIAL_MAP_EMISSIVE].texture = pbrMat->texEmissive;
- }
-
- SetShaderValue(pbrMat->pbrShader,pbrMat->useTexAlbedoLoc,&pbrMat->useTexAlbedo,SHADER_UNIFORM_INT);
- SetShaderValue(pbrMat->pbrShader,pbrMat->useTexNormalLoc,&pbrMat->useTexNormal,SHADER_UNIFORM_INT);
- SetShaderValue(pbrMat->pbrShader, pbrMat->useTexMRAELoc, &pbrMat->useTexMRA, SHADER_UNIFORM_INT);
- SetShaderValue(pbrMat->pbrShader, pbrMat->useTexEmissiveLoc, &pbrMat->useTexEmissive, SHADER_UNIFORM_INT);
-}
-
-void PBRDrawModel(PBRModel pbrModel, Vector3 position, float scale){
- PBRMaterial *pbrMat = &pbrModel.pbrMat;
- SetShaderValue(pbrMat->pbrShader,pbrMat->albedoLoc,pbrMat->albedo,SHADER_UNIFORM_VEC4);
- SetShaderValue(pbrMat->pbrShader, pbrMat->emissiveColorLoc, pbrMat->emissive, SHADER_UNIFORM_VEC4);
- SetShaderValue(pbrMat->pbrShader,pbrMat->metallicLoc,&pbrMat->metallic,SHADER_UNIFORM_FLOAT);
- SetShaderValue(pbrMat->pbrShader,pbrMat->roughnessLoc,&pbrMat->roughness,SHADER_UNIFORM_FLOAT);
- SetShaderValue(pbrMat->pbrShader,pbrMat->aoLoc,&pbrMat->ao,SHADER_UNIFORM_FLOAT);
- SetShaderValue(pbrMat->pbrShader,pbrMat->normalLoc,&pbrMat->normal,SHADER_UNIFORM_FLOAT);
- SetShaderValue(pbrMat->pbrShader,pbrMat->texTilingLoc,pbrMat->texTiling,SHADER_UNIFORM_VEC2);
- SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,pbrMat->texOffset,SHADER_UNIFORM_VEC2);
-
- SetShaderValue(pbrMat->pbrShader,pbrMat->useTexAlbedoLoc,&pbrMat->useTexAlbedo,SHADER_UNIFORM_INT);
- SetShaderValue(pbrMat->pbrShader,pbrMat->useTexNormalLoc,&pbrMat->useTexNormal,SHADER_UNIFORM_INT);
- SetShaderValue(pbrMat->pbrShader, pbrMat->useTexMRAELoc, &pbrMat->useTexMRA, SHADER_UNIFORM_INT);
- SetShaderValue(pbrMat->pbrShader, pbrMat->useTexEmissiveLoc, &pbrMat->useTexEmissive, SHADER_UNIFORM_INT);
-
- DrawModel(pbrModel.model,position,scale,WHITE);
-}
-
-PBRModel PBRModelLoad(const char *fileName){
- PBRModel pbrModel = (PBRModel){0};
- pbrModel.model = LoadModel(fileName);
- return pbrModel;
-}
-
-PBRModel PBRModelLoadFromMesh(Mesh mesh){
- PBRModel pbrModel = (PBRModel){0};
- pbrModel.model = LoadModelFromMesh(mesh);
- return pbrModel;
-}
-#endif // RPBR_IMPLEMENTATION
diff --git a/examples/shaders/shaders_basic_pbr.c b/examples/shaders/shaders_basic_pbr.c
index 92a88881..11e423d6 100644
--- a/examples/shaders/shaders_basic_pbr.c
+++ b/examples/shaders/shaders_basic_pbr.c
@@ -19,15 +19,45 @@
#include <emscripten/emscripten.h>
#endif
-#define RPBR_IMPLEMENTATION
-#include "rpbr.h"
-
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 120
#endif
+#include <stdlib.h> // Required for: NULL
+
+#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
+int lightsCount; // Current number of dynamic lights that have been created
+
+typedef struct {
+ int enabled;
+ int type;
+ Vector3 position;
+ Vector3 target;
+ float color[4];
+ float intensity;
+
+ int enabledLoc;
+ int typeLoc;
+ int positionLoc;
+ int targetLoc;
+ int colorLoc;
+ int intensityLoc;
+} PBRLight;
+
+typedef enum {
+ LIGHT_DIRECTIONAL = 0,
+ LIGHT_POINT,
+ LIGHT_SPOT
+} PBRLightType;
+
+// Create a light and get shader locations
+PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader);
+
+// Send light properties to shader
+// NOTE: Light shader locations should be available
+void PBRLightUpdate(Shader shader, PBRLight light);
//----------------------------------------------------------------------------------
// Main Entry Point
@@ -53,44 +83,69 @@ int main()
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs",GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/pbr.fs",GLSL_VERSION));
-
-
-
- PBRModel model = PBRModelLoad("resources/models/old_car_new.glb");
- //if we use obj file formator if model doesn't have tangents we have to calculate MeshTangents
- //by using raylib function GenMeshTangents(mesh) for example: obj file doesn't support tangents
- //GenMeshTangents(&model.model.meshes[0]);
-
- PBRMaterial model_mat = (PBRMaterial){0};
- PBRMaterialSetup(&model_mat, shader, NULL); //environment = NULL for now
- PBRLoadTextures(&model_mat, PBR_TEXTURE_ALBEDO, "resources/old_car_d.png");
- PBRLoadTextures(&model_mat, PBR_TEXTURE_MRA, "resources/old_car_mra.png");
- PBRLoadTextures(&model_mat, PBR_TEXTURE_NORMAL, "resources/old_car_n.png");
- PBRLoadTextures(&model_mat, PBR_TEXTURE_EMISSIVE, "resources/old_car_e.png");
- PBRSetColor(&model_mat,PBR_COLOR_EMISSIVE, (Color){255,162,0,255});
- PBRSetVec2(&model_mat, PBR_VEC2_TILING,(Vector2){0.5,0.5});
- PBRSetMaterial(&model,&model_mat,0);
-
- PBRModel floor = PBRModelLoad("resources/models/plane.glb");
-
- PBRMaterial floor_mat = (PBRMaterial){0};
- PBRMaterialSetup(&floor_mat, shader, NULL);
- PBRLoadTextures(&floor_mat, PBR_TEXTURE_ALBEDO, "resources/road_a.png");
- PBRLoadTextures(&floor_mat, PBR_TEXTURE_MRA, "resources/road_mra.png");
- PBRLoadTextures(&floor_mat, PBR_TEXTURE_NORMAL, "resources/road_n.png");
- PBRSetVec2(&floor_mat, PBR_VEC2_TILING,(Vector2){0.5,0.5});
- PBRSetMaterial(&floor,&floor_mat,0);
+ shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(shader, "albedoMap");
+ // In reality, metalness, roughness, and ambient occlusion are all packed into the MRA texture
+ // We'll pass it in as the metalness map
+ shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap");
+ shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
+ // Similarly to the MRA map, the emissive map packs different information into a single texture
+ // This map stores both height and emission in reality
+ shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap");
+ shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor");
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
int numOfLightsLoc = GetShaderLocation(shader, "numOfLights");
int numOfLights = 4;
SetShaderValue(shader, numOfLightsLoc, &numOfLights, SHADER_UNIFORM_INT);
- Color ambCol = (Color){26,32,135,255};
+ Color ambCol = (Color){ 26,32,135,255 };
+ Vector3 ambColNormalized = (Vector3){ ambCol.r / 255.0f, ambCol.g / 255.0f, ambCol.b / 255.0f };
float ambIntens = 0.02;
int albedoLoc = GetShaderLocation(shader, "albedo");
- PBRSetAmbient(shader,ambCol,ambIntens);
+ int ambColLoc = GetShaderLocation(shader, "ambientColor");
+ int ambLoc = GetShaderLocation(shader, "ambient");
+ SetShaderValue(shader, ambColLoc, &ambColNormalized, SHADER_UNIFORM_VEC3);
+ SetShaderValue(shader, ambLoc, &ambIntens, SHADER_UNIFORM_FLOAT);
+
+ int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
+ int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
+ int textureTilingLoc = GetShaderLocation(shader, "tiling");
+
+ Model model = LoadModel("resources/models/old_car_new.glb");
+ // If the OBJ file format is used, we will have to generate tangents manually:
+ // GenMeshTangents(&model.meshes[0]);
+
+ model.materials[0].shader = shader;
+
+ model.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
+ model.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
+ model.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
+ model.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
+ model.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 };
+
+ model.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png");
+ model.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png");
+ model.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png");
+ model.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png");
+ // We store tiling parameters in the generic parameter slots in the Material class
+ Vector2 modelTiling = (Vector2){ 0.5f, 0.5f };
+
+ Model floor = LoadModel("resources/models/plane.glb");
+
+ floor.materials[0].shader = shader;
+
+ floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
+ floor.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
+ floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
+ floor.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
+ floor.materials[0].maps[MATERIAL_MAP_EMISSION].color = BLACK;
+
+ floor.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/road_a.png");
+ floor.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/road_mra.png");
+ floor.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/road_n.png");
+
+ Vector2 floorTiling = (Vector2){ 0.5f, 0.5f };
// Create lights
PBRLight lights[MAX_LIGHTS] = { 0 };
@@ -98,7 +153,13 @@ int main()
lights[1] = PBRLightCreate(LIGHT_POINT, (Vector3){ 2, 1, 1 }, (Vector3){0,0,0}, GREEN,3.3, shader);
lights[2] = PBRLightCreate(LIGHT_POINT, (Vector3){ -2, 1, 1 }, (Vector3){0,0,0}, RED,8.3, shader);
lights[3] = PBRLightCreate(LIGHT_POINT, (Vector3){ 1, 1, -2 }, (Vector3){0,0,0}, BLUE,2, shader);
- SetShaderValueV(shader, GetShaderLocation(shader, "lights"), lights, SHADER_UNIFORM_FLOAT, numOfLights);
+
+ // The textures are always used
+ int one = 1;
+ SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &one, SHADER_UNIFORM_INT);
+ SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &one, SHADER_UNIFORM_INT);
+ SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &one, SHADER_UNIFORM_INT);
+ SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &one, SHADER_UNIFORM_INT);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second-------------------------------------------------------------
@@ -122,32 +183,45 @@ int main()
// Update light values (actually, only enable/disable them)
for (int i = 0; i < MAX_LIGHTS; i++) PBRLightUpdate(shader, lights[i]);
- emissiveCnt--;
- if(emissiveCnt<=0){
- emissiveCnt = GetRandomValue(0,20);
- PBRSetFloat(&model_mat,PBR_PARAM_EMISSIVE,(float)GetRandomValue(0,100)/100);
- }
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
+
ClearBackground(BLACK);
+
BeginMode3D(camera);
-
- PBRDrawModel(floor, (Vector3){0,0,0}, 5.0f);
- PBRDrawModel(model, (Vector3) {0, 0.0, 0}, 0.005);
+
+ SetShaderValue(shader, textureTilingLoc, &floorTiling, SHADER_UNIFORM_VEC2);
+ Vector4 floorEmission = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
+ SetShaderValue(shader, emissiveColorLoc, &floorEmission, SHADER_UNIFORM_VEC4);
+ DrawModel(floor, (Vector3){0,0,0}, 5.0f, WHITE);
+
+ emissiveCnt--;
+ if (emissiveCnt <= 0)
+ {
+ emissiveCnt = GetRandomValue(0, 20);
+ float intensity = (float)GetRandomValue(0, 100) / 100;
+ SetShaderValue(shader, emissiveIntensityLoc, &intensity, SHADER_UNIFORM_FLOAT);
+ }
+ SetShaderValue(shader, textureTilingLoc, &modelTiling, SHADER_UNIFORM_VEC2);
+ Vector4 modelEmission = ColorNormalize(model.materials[0].maps[MATERIAL_MAP_EMISSION].color);
+ SetShaderValue(shader, emissiveColorLoc, &modelEmission, SHADER_UNIFORM_VEC4);
+ DrawModel(model, (Vector3) {0, 0.0, 0}, 0.005, WHITE);
// Draw spheres to show where the lights are
- for (int i = 0; i < MAX_LIGHTS; i++) {
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
Color col = (Color) {lights[i].color[0] * 255, lights[i].color[1] * 255, lights[i].color[2] * 255,
lights[i].color[3] * 255};
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, col);
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(col, 0.3f));
}
+
EndMode3D();
- DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, GRAY);
+ DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
DrawFPS(10, 10);
EndDrawing();
@@ -157,15 +231,65 @@ int main()
//--------------------------------------------------------------------------------------
// De-Initialization
//--------------------------------------------------------------------------------------
-
- UnloadModel(floor.model); // Unload model
- UnloadModel(model.model); // Unload model
+ model.materials[0].shader = (Shader){ 0 };
+ floor.materials[0].shader = (Shader){ 0 };
+ UnloadMaterial(model.materials[0]);
+ UnloadMaterial(floor.materials[0]);
+ model.materials[0].maps = NULL;
+ floor.materials[0].maps = NULL;
+ UnloadModel(floor); // Unload model
+ UnloadModel(model); // Unload model
UnloadShader(shader); // Unload Shader
- UnloadPBRMaterial(floor_mat); // Unload PBRMaterial
- UnloadPBRMaterial(model_mat); // Unload PBRMaterial
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
+}
+
+PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader)
+{
+ PBRLight light = { 0 };
+
+ if (lightsCount < MAX_LIGHTS)
+ {
+ light.enabled = 1;
+ light.type = type;
+ light.position = position;
+ light.target = target;
+ light.color[0] = (float)color.r / (float)255;
+ light.color[1] = (float)color.g / (float)255;
+ light.color[2] = (float)color.b / (float)255;
+ light.color[3] = (float)color.a / (float)255;
+ light.intensity = intensity;
+ // NOTE: Lighting shader naming must be the provided ones
+ light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount));
+ light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount));
+ light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount));
+ light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount));
+ light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount));
+ light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightsCount));
+ PBRLightUpdate(shader, light);
+
+ lightsCount++;
}
+
+ return light;
+}
+
+// Send light properties to shader
+// NOTE: Light shader locations should be available
+void PBRLightUpdate(Shader shader, PBRLight light)
+{
+ SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
+ SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
+ // Send to shader light position values
+ float position[3] = { light.position.x, light.position.y, light.position.z };
+ SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
+
+ // Send to shader light target position values
+ float target[3] = { light.target.x, light.target.y, light.target.z };
+ SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
+ SetShaderValue(shader, light.colorLoc, light.color, SHADER_UNIFORM_VEC4);
+ SetShaderValue(shader, light.intensityLoc, &light.intensity, SHADER_UNIFORM_FLOAT);
+}