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authorRay <[email protected]>2023-12-21 21:32:53 +0100
committerRay <[email protected]>2023-12-21 21:32:53 +0100
commitbb18018f292d3332af2c0b426e26f250893c89ad (patch)
tree1ff816e8a78a85d141436c1706b037111149c789 /examples
parentafbad4bbc6d5c06f7f467c3671971846218e7b8c (diff)
downloadraylib-bb18018f292d3332af2c0b426e26f250893c89ad.tar.gz
raylib-bb18018f292d3332af2c0b426e26f250893c89ad.zip
REVIEWED: `shaders_basic_pbr`, added more comments
Diffstat (limited to 'examples')
-rw-r--r--examples/shaders/shaders_basic_pbr.c267
-rw-r--r--examples/shaders/shaders_basic_pbr.pngbin0 -> 495504 bytes
2 files changed, 154 insertions, 113 deletions
diff --git a/examples/shaders/shaders_basic_pbr.c b/examples/shaders/shaders_basic_pbr.c
index 11e423d6..685181d7 100644
--- a/examples/shaders/shaders_basic_pbr.c
+++ b/examples/shaders/shaders_basic_pbr.c
@@ -1,35 +1,43 @@
/*******************************************************************************************
*
-* raylib [core] example - Model Defuse Normal Shader (adapted for HTML5 platform)
+* raylib [shaders] example - Basic PBR
*
-* This example is prepared to compile for PLATFORM_WEB and PLATFORM_DESKTOP
-* As you will notice, code structure is slightly different to the other examples...
-* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning
+* Example originally created with raylib 5.0, last time updated with raylib 5.1-dev
*
-* This example has been created using raylib 5.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad)
+*
+* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
+* licensed under Creative Commons Attribution-NonCommercial
+* (http://creativecommons.org/licenses/by-nc/4.0/)
*
-* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad) 2015 Ramon Santamaria (@raysan5)
-* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
-#include <emscripten/emscripten.h>
+ #include <emscripten/emscripten.h>
#endif
#if defined(PLATFORM_DESKTOP)
-#define GLSL_VERSION 330
+ #define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
-#define GLSL_VERSION 120
+ #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
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+
+// Light data
typedef struct {
int enabled;
int type;
@@ -44,20 +52,29 @@ typedef struct {
int targetLoc;
int colorLoc;
int intensityLoc;
-} PBRLight;
+} Light;
+// Light type
typedef enum {
LIGHT_DIRECTIONAL = 0,
LIGHT_POINT,
LIGHT_SPOT
-} PBRLightType;
+} LightType;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static int lightCount = 0; // Current number of dynamic lights that have been created
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
// Create a light and get shader locations
-PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader);
+static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader);
-// Send light properties to shader
+// Update light properties on shader
// NOTE: Light shader locations should be available
-void PBRLightUpdate(Shader shader, PBRLight light);
+static void UpdateLight(Shader shader, Light light);
//----------------------------------------------------------------------------------
// Main Entry Point
@@ -80,59 +97,73 @@ int main()
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
-
- Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs",GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/pbr.fs",GLSL_VERSION));
+ // Load PBR shader and setup all required locations
+ Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
+ TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
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
+ // WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture
+ // They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience,
+ // shader already takes care of it accordingly
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
+ // WARNING: Similar to the MRA map, the emissive map packs different information
+ // into a single texture: it stores height and emission data
+ // It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader
shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap");
shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor");
+ // Setup additional required shader locations, including lights data
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
- int numOfLightsLoc = GetShaderLocation(shader, "numOfLights");
- int numOfLights = 4;
- SetShaderValue(shader, numOfLightsLoc, &numOfLights, SHADER_UNIFORM_INT);
+ int lightCountLoc = GetShaderLocation(shader, "numOfLights");
+ int maxLightCount = MAX_LIGHTS;
+ SetShaderValue(shader, lightCountLoc, &maxLightCount, SHADER_UNIFORM_INT);
- 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;
+ // Setup ambient color and intensity parameters
+ Color ambientColor = (Color){ 26, 32, 135, 255 };
+ Vector3 ambientColorNormalized = (Vector3){ ambientColor.r/255.0f, ambientColor.g/255.0f, ambientColor.b/255.0f };
+ float ambientIntensity = 0.02;
int albedoLoc = GetShaderLocation(shader, "albedo");
- 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 ambientColorLoc = GetShaderLocation(shader, "ambientColor");
+ int ambientLoc = GetShaderLocation(shader, "ambient");
+ SetShaderValue(shader, ambientColorLoc, &ambientColorNormalized, SHADER_UNIFORM_VEC3);
+ SetShaderValue(shader, ambientLoc, &ambientIntensity, 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 };
+ // Load old car model using PBR maps and shader
+ // WARNING: We know this model consists of a single model.meshes[0] and
+ // that model.materials[0] is by default assigned to that mesh
+ // There could be more complex models consisting of multiple meshes and
+ // multiple materials defined for those meshes... but always 1 mesh = 1 material
+ Model car = LoadModel("resources/models/old_car_new.glb");
+
+ // Assign already setup PBR shader to model.materials[0], used by models.meshes[0]
+ car.materials[0].shader = shader;
+
+ // Setup materials[0].maps default parameters
+ car.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
+ car.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
+ car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
+ car.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
+ car.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 };
+
+ // Setup materials[0].maps default textures
+ car.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png");
+ car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png");
+ car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png");
+ car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png");
+
+ // Old car model texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED)
+ // NOTE: Material.params[4] are available for generic parameters storage (float)
+ Vector2 carTextureTiling = (Vector2){ 0.5f, 0.5f };
+ // Load floor model mesh and assign material parameters
Model floor = LoadModel("resources/models/plane.glb");
+ // Assign material shader for our floor model, same PBR shader
floor.materials[0].shader = shader;
floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
@@ -145,25 +176,27 @@ int main()
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 };
- lights[0] = PBRLightCreate(LIGHT_POINT, (Vector3){ -1, 1, -2 }, (Vector3){0,0,0}, YELLOW,4, shader);
- 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);
-
- // 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-------------------------------------------------------------
+ // Floor texture tiling parameter
+ Vector2 floorTextureTiling = (Vector2){ 0.5f, 0.5f };
+
+ // Create some lights
+ Light lights[MAX_LIGHTS] = { 0 };
+ lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -1, 1, -2 }, (Vector3){0,0,0}, YELLOW,4, shader);
+ lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 1 }, (Vector3){0,0,0}, GREEN,3.3, shader);
+ lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 1 }, (Vector3){0,0,0}, RED,8.3, shader);
+ lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 1, 1, -2 }, (Vector3){0,0,0}, BLUE,2, shader);
+
+ // Setup material texture maps usage in shader
+ // NOTE: By default, the texture maps are always used
+ int usage = 1;
+ SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &usage, SHADER_UNIFORM_INT);
+ SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT);
+ SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT);
+ SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT);
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //---------------------------------------------------------------------------------------
- int emissiveCnt = 0;
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@@ -181,8 +214,8 @@ int main()
if (IsKeyPressed(KEY_R)) { lights[2].enabled = !lights[2].enabled; }
if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
- // Update light values (actually, only enable/disable them)
- for (int i = 0; i < MAX_LIGHTS; i++) PBRLightUpdate(shader, lights[i]);
+ // Update light values on shader (actually, only enable/disable them)
+ for (int i = 0; i < MAX_LIGHTS; i++) UpdateLight(shader, lights[i]);
//----------------------------------------------------------------------------------
// Draw
@@ -193,53 +226,58 @@ int main()
BeginMode3D(camera);
- 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);
+ // Set floor model texture tiling and emissive color parameters on shader
+ SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2);
+ Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
+ SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, SHADER_UNIFORM_VEC4);
+
+ DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model
+
+ // Set old car model texture tiling, emissive color and emissive intensity parameters on shader
+ SetShaderValue(shader, textureTilingLoc, &carTextureTiling, SHADER_UNIFORM_VEC2);
+ Vector4 carEmissiveColor = ColorNormalize(car.materials[0].maps[MATERIAL_MAP_EMISSION].color);
+ SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, SHADER_UNIFORM_VEC4);
+ float emissiveIntensity = 0.01f;
+ SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT);
+
+ DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.005f, WHITE); // Draw car model
- // Draw spheres to show where the lights are
+ // Draw spheres to show the lights positions
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));
+ Color lightColor = (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, lightColor);
+ else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
}
EndMode3D();
+
+ DrawText("Toggle lights: [Y][R][G][B]", 10, 40, 20, LIGHTGRAY);
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
+
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
- //--------------------------------------------------------------------------------------
// De-Initialization
//--------------------------------------------------------------------------------------
- model.materials[0].shader = (Shader){ 0 };
+ // Unbind (disconnect) shader from car.material[0]
+ // to avoid UnloadMaterial() trying to unload it automatically
+ car.materials[0].shader = (Shader){ 0 };
+ UnloadMaterial(car.materials[0]);
+ car.materials[0].maps = NULL;
+ UnloadModel(car);
+
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
+ UnloadModel(floor);
+
+ UnloadShader(shader); // Unload Shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
@@ -247,11 +285,13 @@ int main()
return 0;
}
-PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader)
+// Create light with provided data
+// NOTE: It updated the global lightCount and it's limited to MAX_LIGHTS
+static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader)
{
- PBRLight light = { 0 };
+ Light light = { 0 };
- if (lightsCount < MAX_LIGHTS)
+ if (lightCount < MAX_LIGHTS)
{
light.enabled = 1;
light.type = type;
@@ -263,15 +303,15 @@ PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color,
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++;
+ light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount));
+ light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount));
+ light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightCount));
+ light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount));
+ light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount));
+ light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount));
+ UpdateLight(shader, light);
+
+ lightCount++;
}
return light;
@@ -279,10 +319,11 @@ PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color,
// Send light properties to shader
// NOTE: Light shader locations should be available
-void PBRLightUpdate(Shader shader, PBRLight light)
+static void UpdateLight(Shader shader, Light 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);
diff --git a/examples/shaders/shaders_basic_pbr.png b/examples/shaders/shaders_basic_pbr.png
new file mode 100644
index 00000000..1150ebff
--- /dev/null
+++ b/examples/shaders/shaders_basic_pbr.png
Binary files differ