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| author | raysan5 <[email protected]> | 2017-07-20 14:27:17 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2017-07-20 14:27:17 +0200 |
| commit | 4c06725461227d90feb169b30208e5bc3cec9c4d (patch) | |
| tree | 9d29f29f3d927b4fbd46c0bbce9107e75d9b4d1f /examples/models | |
| parent | 52cd5c63243df8be4a13d3500d2701d368c731c5 (diff) | |
| download | raylib-4c06725461227d90feb169b30208e5bc3cec9c4d.tar.gz raylib-4c06725461227d90feb169b30208e5bc3cec9c4d.zip | |
Removed useless functions
SetMaterialTexture() and UnsetMaterialTexture()... too shader
dependant...
Diffstat (limited to 'examples/models')
| -rw-r--r-- | examples/models/models_material_pbr.c | 32 |
1 files changed, 19 insertions, 13 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 49a905a8..f443e245 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -111,8 +111,8 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) 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_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"); @@ -122,19 +122,18 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) 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 PBR standard maps + mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png"); + mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png"); + mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png"); + mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png"); + mat.maps[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_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 @@ -146,9 +145,9 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) 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)); + mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); + mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); + mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE); UnloadTexture(cubemap); UnloadTexture(texHDR); @@ -164,6 +163,13 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[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); @@ -177,4 +183,4 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) mat.maps[MAP_HEIGHT].value = 0.5f; return mat; -} +}
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