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authorRay <[email protected]>2021-04-22 18:55:24 +0200
committerRay <[email protected]>2021-04-22 18:55:24 +0200
commitdcf52c132fb0ca28f37dae9d957155e2541df812 (patch)
treeb6c263e59daba00fc33badd0a45fa6756d5df14c /examples/models/models_material_pbr.c
parentf92ee46d86b5a0cfb05c10b0c31fb966a4784b44 (diff)
downloadraylib-dcf52c132fb0ca28f37dae9d957155e2541df812.tar.gz
raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.zip
Remove trail spaces
Diffstat (limited to 'examples/models/models_material_pbr.c')
-rw-r--r--examples/models/models_material_pbr.c28
1 files changed, 14 insertions, 14 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c
index eac9d9c0..f89a2758 100644
--- a/examples/models/models_material_pbr.c
+++ b/examples/models/models_material_pbr.c
@@ -133,7 +133,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
Material mat = LoadMaterialDefault(); // Initialize material to default
// Load PBR shader (requires several maps)
- mat.shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
+ mat.shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
// Get required locations points for PBR material
@@ -160,14 +160,14 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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 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
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
@@ -186,13 +186,13 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float 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;
-
+
// Generate cubemap from panorama texture
//--------------------------------------------------------------------------------------------------------
Texture2D panorama = LoadTexture("resources/dresden_square_2k.hdr");
-
+
// Load equirectangular to cubemap shader
- Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
+ Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
@@ -200,33 +200,33 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
UnloadTexture(panorama);
UnloadShader(shdrCubemap);
//--------------------------------------------------------------------------------------------------------
-
+
// Generate irradiance map from cubemap texture
//--------------------------------------------------------------------------------------------------------
// Load irradiance (GI) calculation shader
- Shader shdrIrradiance = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
+ Shader shdrIrradiance = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/irradiance.fs", GLSL_VERSION));
SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
UnloadShader(shdrIrradiance);
//--------------------------------------------------------------------------------------------------------
-
+
// Generate prefilter map from cubemap texture
//--------------------------------------------------------------------------------------------------------
// Load reflection prefilter calculation shader
- Shader shdrPrefilter = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
+ Shader shdrPrefilter = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/prefilter.fs", GLSL_VERSION));
-
+
SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
UnloadTexture(cubemap);
UnloadShader(shdrPrefilter);
//--------------------------------------------------------------------------------------------------------
-
+
// Generate BRDF (bidirectional reflectance distribution function) texture (using shader)
//--------------------------------------------------------------------------------------------------------
- Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
+ Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION));
mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
@@ -453,7 +453,7 @@ static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap,
{
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
rlFramebufferAttach(fbo, prefilter.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, mip);
-
+
rlClearScreenBuffers();
rlLoadDrawCube();
}