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authorraysan5 <[email protected]>2017-07-19 18:55:26 +0200
committerraysan5 <[email protected]>2017-07-19 18:55:32 +0200
commit76c6f0b1e695b4090fd1e98d7f2d7ff7dea25641 (patch)
treef5055ea7986f6440fdeec3cab0c192eb361d584b
parente8b65422c45cab6505a2ec717e46010144496c5c (diff)
downloadraylib-76c6f0b1e695b4090fd1e98d7f2d7ff7dea25641.tar.gz
raylib-76c6f0b1e695b4090fd1e98d7f2d7ff7dea25641.zip
Working on PBR system
Moved PBR material loading to example, right decision?
-rw-r--r--examples/models/models_material_pbr.c195
-rw-r--r--examples/models/resources/shaders/pbr.fs3
-rw-r--r--examples/models/rlights.h177
-rw-r--r--src/models.c103
-rw-r--r--src/raylib.h14
-rw-r--r--src/rlgl.c207
6 files changed, 398 insertions, 301 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c
index 5761b2af..49a905a8 100644
--- a/examples/models/models_material_pbr.c
+++ b/examples/models/models_material_pbr.c
@@ -12,32 +12,16 @@
#include "raylib.h"
#include "raymath.h"
-#define MAX_LIGHTS 4 // Max lights supported by shader
-#define LIGHT_DISTANCE 3.5f // Light distance from world center
-#define LIGHT_HEIGHT 1.0f // Light height position
-
-typedef enum {
- LIGHT_DIRECTIONAL,
- LIGHT_POINT
-} LightType;
-
-typedef struct {
- bool enabled;
- LightType type;
- Vector3 position;
- Vector3 target;
- Color color;
- int enabledLoc;
- int typeLoc;
- int posLoc;
- int targetLoc;
- int colorLoc;
-} Light;
-
-int lightsCount = 0; // Current amount of created lights
-
-Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader); // Defines a light and get locations from PBR shader
-void UpdateLightValues(Shader shader, Light light); // Send to PBR shader light values
+#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()
{
@@ -54,33 +38,15 @@ int main()
// Load model and PBR material
Model model = LoadModel("resources/pbr/trooper.obj");
-
- Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
- model.material = LoadMaterialPBR(texHDR, (Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
-
- SetMaterialTexture(&model.material, MAP_ALBEDO, LoadTexture("resources/pbr/trooper_albedo.png"));
- SetMaterialTexture(&model.material, MAP_NORMAL, LoadTexture("resources/pbr/trooper_normals.png"));
- SetMaterialTexture(&model.material, MAP_METALNESS, LoadTexture("resources/pbr/trooper_metalness.png"));
- SetMaterialTexture(&model.material, MAP_ROUGHNESS, LoadTexture("resources/pbr/trooper_roughness.png"));
- SetMaterialTexture(&model.material, MAP_OCCLUSION, LoadTexture("resources/pbr/trooper_ao.png"));
-
- // Set textures filtering for better quality
- SetTextureFilter(model.material.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
- SetTextureFilter(model.material.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
- SetTextureFilter(model.material.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
- SetTextureFilter(model.material.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
- SetTextureFilter(model.material.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
-
- int renderModeLoc = GetShaderLocation(model.material.shader, "renderMode");
- SetShaderValuei(model.material.shader, renderModeLoc, (int[1]){ 0 }, 1);
+ model.material = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
- SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
-
// Define lights attributes
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
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -127,59 +93,88 @@ int main()
return 0;
}
-// Defines a light and get locations from PBR shader
-Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader)
+// 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)
{
- Light light = { 0 };
-
- if (lightsCount < MAX_LIGHTS)
- {
- light.enabled = true;
- light.type = type;
- light.position = pos;
- light.target = targ;
- light.color = color;
-
- char enabledName[32] = "lights[x].enabled\0";
- char typeName[32] = "lights[x].type\0";
- char posName[32] = "lights[x].position\0";
- char targetName[32] = "lights[x].target\0";
- char colorName[32] = "lights[x].color\0";
- enabledName[7] = '0' + lightsCount;
- typeName[7] = '0' + lightsCount;
- posName[7] = '0' + lightsCount;
- targetName[7] = '0' + lightsCount;
- colorName[7] = '0' + lightsCount;
-
- light.enabledLoc = GetShaderLocation(shader, enabledName);
- light.typeLoc = GetShaderLocation(shader, typeName);
- light.posLoc = GetShaderLocation(shader, posName);
- light.targetLoc = GetShaderLocation(shader, targetName);
- light.colorLoc = GetShaderLocation(shader, colorName);
-
- UpdateLightValues(shader, light);
- lightsCount++;
- }
-
- return light;
-}
-
-// Send to PBR shader light values
-void UpdateLightValues(Shader shader, Light light)
-{
- // Send to shader light enabled state and type
- SetShaderValuei(shader, light.enabledLoc, (int[1]){ light.enabled }, 1);
- SetShaderValuei(shader, light.typeLoc, (int[1]){ light.type }, 1);
-
- // Send to shader light position values
- float position[3] = { light.position.x, light.position.y, light.position.z };
- SetShaderValue(shader, light.posLoc, position, 3);
-
- // Send to shader light target position values
- float target[3] = { light.target.x, light.target.y, light.target.z };
- SetShaderValue(shader, light.targetLoc, target, 3);
+ 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_OCCUSION] = 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, "mMatrix");
+ mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
+ mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
+
+ // Set PBR standard maps
+ SetMaterialTexture(&mat, MAP_ALBEDO, LoadTexture("resources/pbr/trooper_albedo.png"));
+ SetMaterialTexture(&mat, MAP_NORMAL, LoadTexture("resources/pbr/trooper_normals.png"));
+ SetMaterialTexture(&mat, MAP_METALNESS, LoadTexture("resources/pbr/trooper_metalness.png"));
+ SetMaterialTexture(&mat, MAP_ROUGHNESS, LoadTexture("resources/pbr/trooper_roughness.png"));
+ SetMaterialTexture(&mat, MAP_OCCLUSION, 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_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex 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);
- // Send to shader light color values
- float diff[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 };
- SetShaderValue(shader, light.colorLoc, diff, 4);
+ Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
+ Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
+ SetMaterialTexture(&mat, MAP_IRRADIANCE, GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE));
+ SetMaterialTexture(&mat, MAP_PREFILTER, GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE));
+ SetMaterialTexture(&mat, MAP_BRDF, GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE));
+ UnloadTexture(cubemap);
+ UnloadTexture(texHDR);
+
+ 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);
+
+ int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
+ SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1);
+
+ // 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;
}
diff --git a/examples/models/resources/shaders/pbr.fs b/examples/models/resources/shaders/pbr.fs
index 06814823..38d56c5d 100644
--- a/examples/models/resources/shaders/pbr.fs
+++ b/examples/models/resources/shaders/pbr.fs
@@ -8,10 +8,11 @@
#version 330
-#define MAX_LIGHTS 4
#define MAX_REFLECTION_LOD 4.0
#define MAX_DEPTH_LAYER 20
#define MIN_DEPTH_LAYER 10
+
+#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
diff --git a/examples/models/rlights.h b/examples/models/rlights.h
new file mode 100644
index 00000000..0da3e2cb
--- /dev/null
+++ b/examples/models/rlights.h
@@ -0,0 +1,177 @@
+/**********************************************************************************************
+*
+* raylib.lights - Some useful functions to deal with lights data
+*
+* CONFIGURATION:
+*
+* #define RLIGHTS_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) 2017 Victor Fisac and Ramon Santamaria
+*
+* 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 RLIGHTS_H
+#define RLIGHTS_H
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#define MAX_LIGHTS 4 // Max lights supported by shader
+#define LIGHT_DISTANCE 3.5f // Light distance from world center
+#define LIGHT_HEIGHT 1.0f // Light height position
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef enum {
+ LIGHT_DIRECTIONAL,
+ LIGHT_POINT
+} LightType;
+
+typedef struct {
+ bool enabled;
+ LightType type;
+ Vector3 position;
+ Vector3 target;
+ Color color;
+ int enabledLoc;
+ int typeLoc;
+ int posLoc;
+ int targetLoc;
+ int colorLoc;
+} Light;
+
+#ifdef __cplusplus
+extern "C" { // Prevents name mangling of functions
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+int lightsCount = 0; // Current amount of created lights
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader); // Defines a light and get locations from PBR shader
+void UpdateLightValues(Shader shader, Light light); // Send to PBR shader light values
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // RLIGHTS_H
+
+
+/***********************************************************************************
+*
+* RLIGHTS IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(RLIGHTS_IMPLEMENTATION)
+
+#include "raylib.h"
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Defines a light and get locations from PBR shader
+Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader)
+{
+ Light light = { 0 };
+
+ if (lightsCount < MAX_LIGHTS)
+ {
+ light.enabled = true;
+ light.type = type;
+ light.position = pos;
+ light.target = targ;
+ light.color = color;
+
+ char enabledName[32] = "lights[x].enabled\0";
+ char typeName[32] = "lights[x].type\0";
+ char posName[32] = "lights[x].position\0";
+ char targetName[32] = "lights[x].target\0";
+ char colorName[32] = "lights[x].color\0";
+ enabledName[7] = '0' + lightsCount;
+ typeName[7] = '0' + lightsCount;
+ posName[7] = '0' + lightsCount;
+ targetName[7] = '0' + lightsCount;
+ colorName[7] = '0' + lightsCount;
+
+ light.enabledLoc = GetShaderLocation(shader, enabledName);
+ light.typeLoc = GetShaderLocation(shader, typeName);
+ light.posLoc = GetShaderLocation(shader, posName);
+ light.targetLoc = GetShaderLocation(shader, targetName);
+ light.colorLoc = GetShaderLocation(shader, colorName);
+
+ UpdateLightValues(shader, light);
+ lightsCount++;
+ }
+
+ return light;
+}
+
+// Send to PBR shader light values
+void UpdateLightValues(Shader shader, Light light)
+{
+ // Send to shader light enabled state and type
+ SetShaderValuei(shader, light.enabledLoc, (int[1]){ light.enabled }, 1);
+ SetShaderValuei(shader, light.typeLoc, (int[1]){ light.type }, 1);
+
+ // Send to shader light position values
+ float position[3] = { light.position.x, light.position.y, light.position.z };
+ SetShaderValue(shader, light.posLoc, position, 3);
+
+ // Send to shader light target position values
+ float target[3] = { light.target.x, light.target.y, light.target.z };
+ SetShaderValue(shader, light.targetLoc, target, 3);
+
+ // Send to shader light color values
+ float diff[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 };
+ SetShaderValue(shader, light.colorLoc, diff, 4);
+}
+
+#endif // RLIGHTS_IMPLEMENTATION \ No newline at end of file
diff --git a/src/models.c b/src/models.c
index 660ecc79..34156b61 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1272,6 +1272,9 @@ Material LoadMaterial(const char *fileName)
TraceLog(LOG_WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName);
#endif
+ // Our material uses the default shader (DIFFUSE, SPECULAR, NORMAL)
+ material.shader = GetShaderDefault();
+
return material;
}
@@ -1282,8 +1285,8 @@ Material LoadMaterialDefault(void)
material.shader = GetShaderDefault();
material.maps[MAP_DIFFUSE].texture = GetTextureDefault(); // White texture (1x1 pixel)
- //material.maps[MAP_NORMAL].tex; // NOTE: By default, not set
- //material.maps[MAP_SPECULAR].tex; // NOTE: By default, not set
+ //material.maps[MAP_NORMAL].texture; // NOTE: By default, not set
+ //material.maps[MAP_SPECULAR].texture; // NOTE: By default, not set
material.maps[MAP_DIFFUSE].color = WHITE; // Diffuse color
material.maps[MAP_SPECULAR].color = WHITE; // Specular color
@@ -1291,58 +1294,6 @@ Material LoadMaterialDefault(void)
return material;
}
-// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
-Material LoadMaterialPBR(Texture2D hdr, 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_OCCUSION] = 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, "mMatrix");
- mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
- mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
-
- // 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 = 0.0f;
- mat.maps[MAP_HEIGHT].value = 0.0f;
-
- #define CUBEMAP_SIZE 512 // Cubemap texture size
- #define IRRADIANCE_SIZE 32 // Irradiance map from cubemap texture size
- #define PREFILTERED_SIZE 256 // Prefiltered HDR environment map texture size
- #define BRDF_SIZE 512 // BRDF LUT texture map size
-
- // Set up environment materials cubemap
- Texture2D cubemap = GenTextureCubemap(hdr, CUBEMAP_SIZE);
- mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(cubemap, IRRADIANCE_SIZE);
- mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(cubemap, PREFILTERED_SIZE);
- mat.maps[MAP_BRDF].texture = GenTextureBRDF(cubemap, BRDF_SIZE);
- UnloadTexture(cubemap);
-
- return mat;
-}
-
// Unload material from memory
void UnloadMaterial(Material material)
{
@@ -1358,96 +1309,96 @@ void UnloadMaterial(Material material)
}
// Set material texture
-void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture)
+void SetMaterialTexture(Material *mat, int mapType, Texture2D texture)
{
- mat->maps[texmapType].texture = texture;
+ mat->maps[mapType].texture = texture;
// Update MaterialProperty use sampler state to use texture fetch instead of color attribute
int location = -1;
- switch (texmapType)
+ switch (mapType)
{
case MAP_ALBEDO:
{
location = GetShaderLocation(mat->shader, "albedo.useSampler");
- SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
+ SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
} break;
case MAP_NORMAL:
{
location = GetShaderLocation(mat->shader, "normals.useSampler");
- SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
+ SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
} break;
case MAP_METALNESS:
{
location = GetShaderLocation(mat->shader, "metalness.useSampler");
- SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
+ SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
} break;
case MAP_ROUGHNESS:
{
location = GetShaderLocation(mat->shader, "roughness.useSampler");
- SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
+ SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
} break;
case MAP_OCCLUSION:
{
location = GetShaderLocation(mat->shader, "occlusion.useSampler");
- SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
+ SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
} break;
case MAP_EMISSION:
{
location = GetShaderLocation(mat->shader, "emission.useSampler");
- SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
+ SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
} break;
case MAP_HEIGHT:
{
location = GetShaderLocation(mat->shader, "height.useSampler");
- SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
+ SetShaderValuei(mat->shader, location, (int[1]){ 1 }, 1);
} break;
}
}
// Unset texture from material and unload it from GPU
-void UnsetMaterialTexture(Material *mat, int texmapType)
+void UnsetMaterialTexture(Material *mat, int mapType)
{
- UnloadTexture(mat->maps[texmapType].texture);
- mat->maps[texmapType].texture = (Texture2D){ 0 };
+ UnloadTexture(mat->maps[mapType].texture);
+ mat->maps[mapType].texture = (Texture2D){ 0 };
// Update MaterialProperty use sampler state to use texture fetch instead of color attribute
int location = -1;
- switch (texmapType)
+ switch (mapType)
{
case MAP_ALBEDO:
{
location = GetShaderLocation(mat->shader, "albedo.useSampler");
- SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
+ SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
} break;
case MAP_NORMAL:
{
location = GetShaderLocation(mat->shader, "normals.useSampler");
- SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
+ SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
} break;
case MAP_METALNESS:
{
location = GetShaderLocation(mat->shader, "metalness.useSampler");
- SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
+ SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
} break;
case MAP_ROUGHNESS:
{
location = GetShaderLocation(mat->shader, "roughness.useSampler");
- SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
+ SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
} break;
case MAP_OCCLUSION:
{
location = GetShaderLocation(mat->shader, "occlusion.useSampler");
- SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
+ SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
} break;
case MAP_EMISSION:
{
location = GetShaderLocation(mat->shader, "emission.useSampler");
- SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
+ SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
} break;
case MAP_HEIGHT:
{
location = GetShaderLocation(mat->shader, "height.useSampler");
- SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
+ SetShaderValuei(mat->shader, location, (int[1]){ 0 }, 1);
} break;
}
}
@@ -2188,7 +2139,7 @@ static Material LoadMTL(const char *fileName)
{
#define MAX_BUFFER_SIZE 128
- Material material = { 0 }; // LoadDefaultMaterial();
+ Material material = { 0 };
char buffer[MAX_BUFFER_SIZE];
Vector3 color = { 1.0f, 1.0f, 1.0f };
diff --git a/src/raylib.h b/src/raylib.h
index 8d93a214..22ef06cb 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -996,10 +996,9 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Material loading/unloading functions
RLAPI Material LoadMaterial(const char *fileName); // Load material from file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
-RLAPI Material LoadMaterialPBR(Texture2D cubemap, Color albedo, float metalness, float roughness); // Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS...)
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
-RLAPI void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture); // Set material texture
-RLAPI void UnsetMaterialTexture(Material *mat, int texmapType); // Unset texture from material and unload it from GPU
+RLAPI void SetMaterialTexture(Material *mat, int mapType, Texture2D texture); // Set material texture
+RLAPI void UnsetMaterialTexture(Material *mat, int mapType); // Unset texture from material and unload it from GPU
// Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
@@ -1048,10 +1047,11 @@ RLAPI void SetMatrixProjection(Matrix proj); // Set
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
// Texture maps generation (PBR)
-RLAPI Texture2D GenTextureCubemap(Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
-RLAPI Texture2D GenTextureIrradiance(Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
-RLAPI Texture2D GenTexturePrefilter(Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
-RLAPI Texture2D GenTextureBRDF(Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
+// NOTE: Required shaders should be provided
+RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
+RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
+RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
+RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
// Shading begin/end functions
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
diff --git a/src/rlgl.c b/src/rlgl.c
index b9576b9b..e6d1bbfb 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -1957,15 +1957,14 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
// Bind shader program
glUseProgram(material.shader.id);
-
// Matrices and other values required by shader
//-----------------------------------------------------
-
// Calculate and send to shader model matrix (used by PBR shader)
SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
// Upload to shader material.colDiffuse
- glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255,
+ if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
+ glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255,
(float)material.maps[MAP_DIFFUSE].color.g/255,
(float)material.maps[MAP_DIFFUSE].color.b/255,
(float)material.maps[MAP_DIFFUSE].color.a/255);
@@ -1976,6 +1975,9 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
(float)material.maps[MAP_SPECULAR].color.g/255,
(float)material.maps[MAP_SPECULAR].color.b/255,
(float)material.maps[MAP_SPECULAR].color.a/255);
+
+ if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
+ if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
@@ -2417,7 +2419,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
// Get the location of the named uniform
GLuint location = glGetUniformLocation(shader.id, name);
- TraceLog(LOG_INFO, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
+ TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
}
#endif
@@ -2529,18 +2531,13 @@ void SetMatrixModelview(Matrix view)
}
// Generate cubemap texture from HDR texture
-Texture2D GenTextureCubemap(Texture2D skyHDR, int size)
+Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
{
Texture2D cubemap = { 0 };
- #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
-
- Shader shader = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS);
-
// Get cubemap shader locations
- int projectionLoc = GetShaderLocation(shader, "projection");
- int viewLoc = GetShaderLocation(shader, "view");
+ //int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations()
+ //int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations()
int texmapLoc = GetShaderLocation(shader, "equirectangularMap");
SetShaderValuei(shader, texmapLoc, (int[1]){ 0 }, 1); // Set default active texture to 0
@@ -2586,7 +2583,7 @@ Texture2D GenTextureCubemap(Texture2D skyHDR, int size)
glUseProgram(shader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, skyHDR.id);
- SetShaderValueMatrix(shader, projectionLoc, fboProjection);
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
// Note: don't forget to configure the viewport to the capture dimensions
glViewport(0, 0, size, size);
@@ -2594,7 +2591,7 @@ Texture2D GenTextureCubemap(Texture2D skyHDR, int size)
for (unsigned int i = 0; i < 6; i++)
{
- SetShaderValueMatrix(shader, viewLoc, fboViews[i]);
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GenDrawCube();
@@ -2607,8 +2604,6 @@ Texture2D GenTextureCubemap(Texture2D skyHDR, int size)
glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
//glEnable(GL_CULL_FACE);
- UnloadShader(shader);
-
cubemap.width = size;
cubemap.height = size;
@@ -2616,18 +2611,13 @@ Texture2D GenTextureCubemap(Texture2D skyHDR, int size)
}
// Generate irradiance texture using cubemap data
-Texture2D GenTextureIrradiance(Texture2D cubemap, int size)
+Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
{
Texture2D irradiance = { 0 };
- #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
-
- Shader shader = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
-
// Get irradiance shader locations
- int projectionLoc = GetShaderLocation(shader, "projection");
- int viewLoc = GetShaderLocation(shader, "view");
+ //int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations()
+ //int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations()
int texmapLoc = GetShaderLocation(shader, "environmentMap");
// Set up shaders constant values
@@ -2669,7 +2659,7 @@ Texture2D GenTextureIrradiance(Texture2D cubemap, int size)
glUseProgram(shader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
- SetShaderValueMatrix(shader, projectionLoc, fboProjection);
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
// Note: don't forget to configure the viewport to the capture dimensions
glViewport(0, 0, size, size);
@@ -2677,7 +2667,7 @@ Texture2D GenTextureIrradiance(Texture2D cubemap, int size)
for (unsigned int i = 0; i < 6; i++)
{
- SetShaderValueMatrix(shader, viewLoc, fboViews[i]);
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GenDrawCube();
@@ -2688,9 +2678,7 @@ Texture2D GenTextureIrradiance(Texture2D cubemap, int size)
// Reset viewport dimensions to default
glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
-
- UnloadShader(shader);
-
+
irradiance.width = size;
irradiance.height = size;
@@ -2698,18 +2686,13 @@ Texture2D GenTextureIrradiance(Texture2D cubemap, int size)
}
// Generate prefilter texture using cubemap data
-Texture2D GenTexturePrefilter(Texture2D cubemap, int size)
+Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
{
Texture2D prefilter = { 0 };
- #define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
- #define PATH_PREFILTER_FS "resources/shaders/prefilter.fs" // Path to reflection prefilter calculation fragment shader
-
- Shader shader = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
-
// Get prefilter shader locations
- int projectionLoc = GetShaderLocation(shader, "projection");
- int viewLoc = GetShaderLocation(shader, "view");
+ //int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations()
+ //int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations()
int roughnessLoc = GetShaderLocation(shader, "roughness");
int texmapLoc = GetShaderLocation(shader, "environmentMap");
@@ -2754,7 +2737,7 @@ Texture2D GenTexturePrefilter(Texture2D cubemap, int size)
glUseProgram(shader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
- SetShaderValueMatrix(shader, projectionLoc, fboProjection);
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
@@ -2775,7 +2758,7 @@ Texture2D GenTexturePrefilter(Texture2D cubemap, int size)
for (unsigned int i = 0; i < 6; ++i)
{
- SetShaderValueMatrix(shader, viewLoc, fboViews[i]);
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GenDrawCube();
@@ -2787,9 +2770,7 @@ Texture2D GenTexturePrefilter(Texture2D cubemap, int size)
// Reset viewport dimensions to default
glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
-
- UnloadShader(shader);
-
+
prefilter.width = size;
prefilter.height = size;
@@ -2797,15 +2778,10 @@ Texture2D GenTexturePrefilter(Texture2D cubemap, int size)
}
// Generate BRDF texture using cubemap data
-Texture2D GenTextureBRDF(Texture2D cubemap, int size)
+Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
{
Texture2D brdf = { 0 };
- #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 shader = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
-
// Generate BRDF convolution texture
glGenTextures(1, &brdf.id);
glBindTexture(GL_TEXTURE_2D, brdf.id);
@@ -2835,8 +2811,6 @@ Texture2D GenTextureBRDF(Texture2D cubemap, int size)
// Reset viewport dimensions to default
glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
- UnloadShader(shader);
-
brdf.width = size;
brdf.height = size;
@@ -3380,6 +3354,8 @@ static void SetShaderDefaultLocations(Shader *shader)
// Get handles to GLSL uniform locations (vertex shader)
shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvpMatrix");
+ shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection");
+ shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");
// Get handles to GLSL uniform locations (fragment shader)
shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
@@ -3894,9 +3870,9 @@ static void GenDrawQuad(void)
// Link vertex attributes
glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (GLvoid*)0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0);
glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float)));
// Draw quad
glBindVertexArray(quadVAO);
@@ -3908,79 +3884,76 @@ static void GenDrawQuad(void)
}
// Renders a 1x1 3D cube in NDC
-GLuint cubeVAO = 0;
-GLuint cubeVBO = 0;
static void GenDrawCube(void)
{
- // Lazy initialization
- if (cubeVAO == 0)
- {
- GLfloat vertices[] = {
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
- };
-
- // Set up cube VAO
- glGenVertexArrays(1, &cubeVAO);
- glGenBuffers(1, &cubeVBO);
-
- // Fill buffer
- glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
-
- // Link vertex attributes
- glBindVertexArray(cubeVAO);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid*)0);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid*)(6*sizeof(GLfloat)));
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
- }
+ unsigned int cubeVAO = 0;
+ unsigned int cubeVBO = 0;
+
+ float vertices[] = {
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
+ };
+
+ // Set up cube VAO
+ glGenVertexArrays(1, &cubeVAO);
+ glGenBuffers(1, &cubeVBO);
+
+ // Fill buffer
+ glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ // Link vertex attributes
+ glBindVertexArray(cubeVAO);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float)));
+ glEnableVertexAttribArray(2);
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(0);
// Draw cube
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
- //glDeleteBuffers(1, &cubeVBO);
- //glDeleteVertexArrays(1, &cubeVAO);
+ glDeleteBuffers(1, &cubeVBO);
+ glDeleteVertexArrays(1, &cubeVAO);
}
#if defined(SUPPORT_VR_SIMULATOR)