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authorRay <[email protected]>2019-04-05 16:43:09 +0200
committerRay <[email protected]>2019-04-05 16:43:09 +0200
commitc600dd07668f301fc1a986326d807f341e6ecb78 (patch)
tree436bd51bfb4a3d0ee4521451883ffe40fec92782 /examples/models/models_material_pbr.c
parent0f9fe34c3a9228eaa3ffdb3be3f52ba586d1ddfa (diff)
downloadraylib-c600dd07668f301fc1a986326d807f341e6ecb78.tar.gz
raylib-c600dd07668f301fc1a986326d807f341e6ecb78.zip
Review PBR shaders
Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
Diffstat (limited to 'examples/models/models_material_pbr.c')
-rw-r--r--examples/models/models_material_pbr.c8
1 files changed, 8 insertions, 0 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c
index adb4762b..d393a20d 100644
--- a/examples/models/models_material_pbr.c
+++ b/examples/models/models_material_pbr.c
@@ -38,7 +38,11 @@ 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]);
+
model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
// Define lights attributes
@@ -143,9 +147,13 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
#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");
// Setup required shader locations
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);