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authorRay <[email protected]>2017-07-17 00:33:40 +0200
committerRay <[email protected]>2017-07-17 00:33:40 +0200
commit6546474fa45234ed0a84f62be705d9a9aee43079 (patch)
tree7373f17e2a875a95e1844bca20b28d1a7a052fb9 /src/models.c
parent025dab990770a0adc65f07399c6a106d59d24e46 (diff)
downloadraylib-6546474fa45234ed0a84f62be705d9a9aee43079.tar.gz
raylib-6546474fa45234ed0a84f62be705d9a9aee43079.zip
Manual integration of material-pbr into develop
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c535
1 files changed, 396 insertions, 139 deletions
diff --git a/src/models.c b/src/models.c
index 286581df..d9404c12 100644
--- a/src/models.c
+++ b/src/models.c
@@ -76,9 +76,6 @@ static Mesh LoadOBJ(const char *fileName); // Load OBJ mesh data
static Material LoadMTL(const char *fileName); // Load MTL material data
#endif
-static Mesh GenMeshHeightmap(Image image, Vector3 size);
-static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
-
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
@@ -587,110 +584,32 @@ void DrawGizmo(Vector3 position)
rlPopMatrix();
}
-// Load mesh from file
-Mesh LoadMesh(const char *fileName)
-{
- Mesh mesh = { 0 };
-
-#if defined(SUPPORT_FILEFORMAT_OBJ)
- if (IsFileExtension(fileName, ".obj")) mesh = LoadOBJ(fileName);
-#else
- TraceLog(LOG_WARNING, "[%s] Mesh fileformat not supported, it can't be loaded", fileName);
-#endif
-
- if (mesh.vertexCount == 0) TraceLog(LOG_WARNING, "Mesh could not be loaded");
- else rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
-
- // TODO: Initialize default mesh data in case loading fails, maybe a cube?
-
- return mesh;
-}
-
-// Load mesh from vertex data
-// NOTE: All vertex data arrays must be same size: vertexCount
-Mesh LoadMeshEx(int vertexCount, float *vData, float *vtData, float *vnData, Color *cData)
-{
- Mesh mesh = { 0 };
-
- mesh.vertexCount = vertexCount;
- mesh.triangleCount = vertexCount/3;
- mesh.vertices = vData;
- mesh.texcoords = vtData;
- mesh.texcoords2 = NULL;
- mesh.normals = vnData;
- mesh.tangents = NULL;
- mesh.colors = (unsigned char *)cData;
- mesh.indices = NULL;
-
- rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
-
- return mesh;
-}
-
-// Load model from file
+// Load model from files (mesh and material)
Model LoadModel(const char *fileName)
{
Model model = { 0 };
model.mesh = LoadMesh(fileName);
model.transform = MatrixIdentity();
- model.material = LoadDefaultMaterial();
-
- return model;
-}
-
-// Load model from mesh data
-Model LoadModelFromMesh(Mesh data, bool dynamic)
-{
- Model model = { 0 };
-
- model.mesh = data;
-
- rlglLoadMesh(&model.mesh, dynamic); // Upload vertex data to GPU
-
- model.transform = MatrixIdentity();
- model.material = LoadDefaultMaterial();
+ model.material = LoadMaterialDefault();
return model;
}
-// Load heightmap model from image data
-// NOTE: model map size is defined in generic units
-Model LoadHeightmap(Image heightmap, Vector3 size)
+// Load model from generated mesh
+Model LoadModelFromMesh(Mesh mesh, bool dynamic)
{
Model model = { 0 };
-
- model.mesh = GenMeshHeightmap(heightmap, size);
-
- rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model)
-
- model.transform = MatrixIdentity();
- model.material = LoadDefaultMaterial();
-
- return model;
-}
-
-// Load cubes-based map model from image data
-Model LoadCubicmap(Image cubicmap)
-{
- Model model = { 0 };
-
- model.mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0f, 1.5f, 1.0f });
-
- rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model)
-
+
+ rlLoadMesh(&mesh, dynamic);
+
+ model.mesh = mesh;
model.transform = MatrixIdentity();
- model.material = LoadDefaultMaterial();
+ model.material = LoadMaterialDefault();
return model;
}
-// Unload mesh from memory (RAM and/or VRAM)
-void UnloadMesh(Mesh *mesh)
-{
- rlglUnloadMesh(mesh);
-}
-
// Unload model from memory (RAM and/or VRAM)
void UnloadModel(Model model)
{
@@ -700,49 +619,190 @@ void UnloadModel(Model model)
TraceLog(LOG_INFO, "Unloaded model data (mesh and material) from RAM and VRAM");
}
-// Load material data (from file)
-Material LoadMaterial(const char *fileName)
+// Load mesh from file
+Mesh LoadMesh(const char *fileName)
{
- Material material = { 0 };
+ Mesh mesh = { 0 };
-#if defined(SUPPORT_FILEFORMAT_MTL)
- if (IsFileExtension(fileName, ".mtl")) material = LoadMTL(fileName);
+#if defined(SUPPORT_FILEFORMAT_OBJ)
+ if (IsFileExtension(fileName, ".obj")) mesh = LoadOBJ(fileName);
#else
- TraceLog(LOG_WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName);
+ TraceLog(WARNING, "[%s] Mesh fileformat not supported, it can't be loaded", fileName);
#endif
- return material;
-}
-
-// Load default material (uses default models shader)
-Material LoadDefaultMaterial(void)
-{
- Material material = { 0 };
+ if (mesh.vertexCount == 0) TraceLog(WARNING, "Mesh could not be loaded");
+ else rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
- material.shader = GetDefaultShader();
- material.texDiffuse = GetDefaultTexture(); // White texture (1x1 pixel)
- //material.texNormal; // NOTE: By default, not set
- //material.texSpecular; // NOTE: By default, not set
-
- material.colDiffuse = WHITE; // Diffuse color
- material.colAmbient = WHITE; // Ambient color
- material.colSpecular = WHITE; // Specular color
+ // TODO: Initialize default mesh data in case loading fails, maybe a cube?
- material.glossiness = 100.0f; // Glossiness level
+ return mesh;
+}
- return material;
+// Unload mesh from memory (RAM and/or VRAM)
+void UnloadMesh(Mesh *mesh)
+{
+ rlUnloadMesh(mesh);
}
-// Unload material from memory
-void UnloadMaterial(Material material)
+// Generated cuboid mesh
+Mesh GenMeshCube(float width, float height, float length)
{
- rlDeleteTextures(material.texDiffuse.id);
- rlDeleteTextures(material.texNormal.id);
- rlDeleteTextures(material.texSpecular.id);
+ Mesh mesh = { 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
+ };
+ */
+ float vertices[] = {
+ -width/2, -height/2, length/2,
+ width/2, -height/2, length/2,
+ width/2, height/2, length/2,
+ -width/2, height/2, length/2,
+ -width/2, -height/2, -length/2,
+ -width/2, height/2, -length/2,
+ width/2, height/2, -length/2,
+ width/2, -height/2, -length/2,
+ -width/2, height/2, -length/2,
+ -width/2, height/2, length/2,
+ width/2, height/2, length/2,
+ width/2, height/2, -length/2,
+ -width/2, -height/2, -length/2,
+ width/2, -height/2, -length/2,
+ width/2, -height/2, length/2,
+ -width/2, -height/2, length/2,
+ width/2, -height/2, -length/2,
+ width/2, height/2, -length/2,
+ width/2, height/2, length/2,
+ width/2, -height/2, length/2,
+ -width/2, -height/2, -length/2,
+ -width/2, -height/2, length/2,
+ -width/2, height/2, length/2,
+ -width/2, height/2, -length/2
+ };
+
+ float texcoords[] = {
+ 0.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 0.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f
+ };
+
+ float normals[] = {
+ 0.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f,-1.0f,
+ 0.0f, 0.0f,-1.0f,
+ 0.0f, 0.0f,-1.0f,
+ 0.0f, 0.0f,-1.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f,-1.0f, 0.0f,
+ 0.0f,-1.0f, 0.0f,
+ 0.0f,-1.0f, 0.0f,
+ 0.0f,-1.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f
+ };
+
+ mesh.vertices = (float *)malloc(24*3*sizeof(float));
+ memcpy(mesh.vertices, vertices, 24*3*sizeof(float));
+
+ mesh.texcoords = (float *)malloc(24*2*sizeof(float));
+ memcpy(mesh.texcoords, texcoords, 24*2*sizeof(float));
+
+ mesh.normals = (float *)malloc(24*3*sizeof(float));
+ memcpy(mesh.normals, normals, 24*3*sizeof(float));
+
+ mesh.indices = (unsigned short *)malloc(36*sizeof(unsigned short));
+
+ int k = 0;
+
+ // Indices can be initialized right now
+ for (int i = 0; i < 36; i+=6)
+ {
+ mesh.indices[i] = 4*k;
+ mesh.indices[i+1] = 4*k+1;
+ mesh.indices[i+2] = 4*k+2;
+ mesh.indices[i+3] = 4*k;
+ mesh.indices[i+4] = 4*k+2;
+ mesh.indices[i+5] = 4*k+3;
+
+ k++;
+ }
+
+ mesh.vertexCount = 24;
+ mesh.triangleCount = 12;
+
+ return mesh;
}
// Generate a mesh from heightmap
-static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
+Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
{
#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)
@@ -847,7 +907,7 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
return mesh;
}
-static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
+Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
{
Mesh mesh = { 0 };
@@ -1201,6 +1261,202 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
return mesh;
}
+// Load material data (from file)
+Material LoadMaterial(const char *fileName)
+{
+ Material material = { 0 };
+
+#if defined(SUPPORT_FILEFORMAT_MTL)
+ if (IsFileExtension(fileName, ".mtl")) material = LoadMTL(fileName);
+#else
+ TraceLog(WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName);
+#endif
+
+ return material;
+}
+
+// Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+Material LoadMaterialDefault(void)
+{
+ Material material = { 0 };
+
+ material.shader = GetShaderDefault();
+ material.maps[TEXMAP_DIFFUSE].tex = GetTextureDefault(); // White texture (1x1 pixel)
+ //material.maps[TEXMAP_NORMAL].tex; // NOTE: By default, not set
+ //material.maps[TEXMAP_SPECULAR].tex; // NOTE: By default, not set
+
+ material.maps[TEXMAP_DIFFUSE].color = WHITE; // Diffuse color
+ material.maps[TEXMAP_SPECULAR].color = WHITE; // Specular color
+
+ 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 };
+
+ #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_TEXMAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
+ mat.shader.locs[LOC_TEXMAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
+ mat.shader.locs[LOC_TEXMAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
+ mat.shader.locs[LOC_TEXMAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
+ mat.shader.locs[LOC_TEXMAP_OCCUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
+ mat.shader.locs[LOC_TEXMAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
+ mat.shader.locs[LOC_TEXMAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
+ mat.shader.locs[LOC_TEXMAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
+ mat.shader.locs[LOC_TEXMAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
+ mat.shader.locs[LOC_TEXMAP_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[TEXMAP_ALBEDO].color = albedo;
+ mat.maps[TEXMAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
+ mat.maps[TEXMAP_METALNESS].value = metalness;
+ mat.maps[TEXMAP_ROUGHNESS].value = roughness;
+ mat.maps[TEXMAP_OCCLUSION].value = 1.0f;
+ mat.maps[TEXMAP_EMISSION].value = 0.0f;
+ mat.maps[TEXMAP_HEIGHT].value = 0.0f;
+
+ #define CUBEMAP_SIZE 1024 // 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 = rlGenMapCubemap(hdr, CUBEMAP_SIZE);
+ mat.maps[TEXMAP_IRRADIANCE].tex = rlGenMapIrradiance(cubemap, IRRADIANCE_SIZE);
+ mat.maps[TEXMAP_PREFILTER].tex = rlGenMapPrefilter(cubemap, PREFILTERED_SIZE);
+ mat.maps[TEXMAP_BRDF].tex = rlGenMapBRDF(cubemap, BRDF_SIZE);
+ UnloadTexture(cubemap);
+
+ // NOTE: All maps textures are set to { 0 }
+
+ // Reset viewport dimensions to default
+ rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
+
+ return mat;
+}
+
+// Unload material from memory
+void UnloadMaterial(Material material)
+{
+ // Unload material shader
+ UnloadShader(material.shader);
+
+ // Unload loaded texture maps
+ for (int i = 0; i < MAX_MATERIAL_TEXTURE_MAPS; i++)
+ {
+ // NOTE: We already check for (tex.id > 0) inside function
+ rlDeleteTextures(material.maps[i].tex.id);
+ }
+}
+
+// Set material texture
+void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture)
+{
+ mat->maps[texmapType].tex = texture;
+
+ // Update MaterialProperty use sampler state to use texture fetch instead of color attribute
+ int location = -1;
+ switch (texmapType)
+ {
+ case TEXMAP_ALBEDO:
+ {
+ location = GetShaderLocation(mat->shader, "albedo.useSampler");
+ SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
+ } break;
+ case TEXMAP_NORMAL:
+ {
+ location = GetShaderLocation(mat->shader, "normals.useSampler");
+ SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
+ } break;
+ case TEXMAP_METALNESS:
+ {
+ location = GetShaderLocation(mat->shader, "metalness.useSampler");
+ SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
+ } break;
+ case TEXMAP_ROUGHNESS:
+ {
+ location = GetShaderLocation(mat->shader, "roughness.useSampler");
+ SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
+ } break;
+ case TEXMAP_OCCLUSION:
+ {
+ location = GetShaderLocation(mat->shader, "occlusion.useSampler");
+ SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
+ } break;
+ case TEXMAP_EMISSION:
+ {
+ location = GetShaderLocation(mat->shader, "emission.useSampler");
+ SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
+ } break;
+ case TEXMAP_HEIGHT:
+ {
+ location = GetShaderLocation(mat->shader, "height.useSampler");
+ SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
+ } break;
+ }
+}
+
+// Unset texture from material and unload it from GPU
+void UnsetMaterialTexture(Material *mat, int texmapType)
+{
+ UnloadTexture(mat->maps[texmapType].tex);
+ mat->maps[texmapType].tex = (Texture2D){ 0 };
+
+ // Update MaterialProperty use sampler state to use texture fetch instead of color attribute
+ int location = -1;
+ switch (texmapType)
+ {
+ case TEXMAP_ALBEDO:
+ {
+ location = GetShaderLocation(mat->shader, "albedo.useSampler");
+ SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
+ } break;
+ case TEXMAP_NORMAL:
+ {
+ location = GetShaderLocation(mat->shader, "normals.useSampler");
+ SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
+ } break;
+ case TEXMAP_METALNESS:
+ {
+ location = GetShaderLocation(mat->shader, "metalness.useSampler");
+ SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
+ } break;
+ case TEXMAP_ROUGHNESS:
+ {
+ location = GetShaderLocation(mat->shader, "roughness.useSampler");
+ SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
+ } break;
+ case TEXMAP_OCCLUSION:
+ {
+ location = GetShaderLocation(mat->shader, "occlusion.useSampler");
+ SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
+ } break;
+ case TEXMAP_EMISSION:
+ {
+ location = GetShaderLocation(mat->shader, "emission.useSampler");
+ SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
+ } break;
+ case TEXMAP_HEIGHT:
+ {
+ location = GetShaderLocation(mat->shader, "height.useSampler");
+ SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
+ } break;
+ }
+}
+
// Draw a model (with texture if set)
void DrawModel(Model model, Vector3 position, float scale, Color tint)
{
@@ -1225,9 +1481,9 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
//Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
model.transform = MatrixMultiply(model.transform, matTransform);
- model.material.colDiffuse = tint; // TODO: Multiply tint color by diffuse color?
+ model.material.maps[TEXMAP_DIFFUSE].color = tint; // TODO: Multiply tint color by diffuse color?
- rlglDrawMesh(model.mesh, model.material, model.transform);
+ rlDrawMesh(model.mesh, model.material, model.transform);
}
// Draw a model wires (with texture if set)
@@ -1980,23 +2236,24 @@ static Material LoadMTL(const char *fileName)
case 'a': // Ka float float float Ambient color (RGB)
{
sscanf(buffer, "Ka %f %f %f", &color.x, &color.y, &color.z);
- material.colAmbient.r = (unsigned char)(color.x*255);
- material.colAmbient.g = (unsigned char)(color.y*255);
- material.colAmbient.b = (unsigned char)(color.z*255);
+ // TODO: Support ambient color
+ //material.colAmbient.r = (unsigned char)(color.x*255);
+ //material.colAmbient.g = (unsigned char)(color.y*255);
+ //material.colAmbient.b = (unsigned char)(color.z*255);
} break;
case 'd': // Kd float float float Diffuse color (RGB)
{
sscanf(buffer, "Kd %f %f %f", &color.x, &color.y, &color.z);
- material.colDiffuse.r = (unsigned char)(color.x*255);
- material.colDiffuse.g = (unsigned char)(color.y*255);
- material.colDiffuse.b = (unsigned char)(color.z*255);
+ material.maps[TEXMAP_DIFFUSE].color.r = (unsigned char)(color.x*255);
+ material.maps[TEXMAP_DIFFUSE].color.g = (unsigned char)(color.y*255);
+ material.maps[TEXMAP_DIFFUSE].color.b = (unsigned char)(color.z*255);
} break;
case 's': // Ks float float float Specular color (RGB)
{
sscanf(buffer, "Ks %f %f %f", &color.x, &color.y, &color.z);
- material.colSpecular.r = (unsigned char)(color.x*255);
- material.colSpecular.g = (unsigned char)(color.y*255);
- material.colSpecular.b = (unsigned char)(color.z*255);
+ material.maps[TEXMAP_SPECULAR].color.r = (unsigned char)(color.x*255);
+ material.maps[TEXMAP_SPECULAR].color.g = (unsigned char)(color.y*255);
+ material.maps[TEXMAP_SPECULAR].color.b = (unsigned char)(color.z*255);
} break;
case 'e': // Ke float float float Emmisive color (RGB)
{
@@ -2012,7 +2269,7 @@ static Material LoadMTL(const char *fileName)
int shininess = 0;
sscanf(buffer, "Ns %i", &shininess);
- material.glossiness = (float)shininess;
+ //material.params[PARAM_GLOSSINES] = (float)shininess;
}
else if (buffer[1] == 'i') // Ni int Refraction index.
{
@@ -2028,12 +2285,12 @@ static Material LoadMTL(const char *fileName)
if (buffer[5] == 'd') // map_Kd string Diffuse color texture map.
{
result = sscanf(buffer, "map_Kd %s", mapFileName);
- if (result != EOF) material.texDiffuse = LoadTexture(mapFileName);
+ if (result != EOF) material.maps[TEXMAP_DIFFUSE].tex = LoadTexture(mapFileName);
}
else if (buffer[5] == 's') // map_Ks string Specular color texture map.
{
result = sscanf(buffer, "map_Ks %s", mapFileName);
- if (result != EOF) material.texSpecular = LoadTexture(mapFileName);
+ if (result != EOF) material.maps[TEXMAP_SPECULAR].tex = LoadTexture(mapFileName);
}
else if (buffer[5] == 'a') // map_Ka string Ambient color texture map.
{
@@ -2043,12 +2300,12 @@ static Material LoadMTL(const char *fileName)
case 'B': // map_Bump string Bump texture map.
{
result = sscanf(buffer, "map_Bump %s", mapFileName);
- if (result != EOF) material.texNormal = LoadTexture(mapFileName);
+ if (result != EOF) material.maps[TEXMAP_NORMAL].tex = LoadTexture(mapFileName);
} break;
case 'b': // map_bump string Bump texture map.
{
result = sscanf(buffer, "map_bump %s", mapFileName);
- if (result != EOF) material.texNormal = LoadTexture(mapFileName);
+ if (result != EOF) material.maps[TEXMAP_NORMAL].tex = LoadTexture(mapFileName);
} break;
case 'd': // map_d string Opacity texture map.
{
@@ -2063,7 +2320,7 @@ static Material LoadMTL(const char *fileName)
{
float alpha = 1.0f;
sscanf(buffer, "d %f", &alpha);
- material.colDiffuse.a = (unsigned char)(alpha*255);
+ material.maps[TEXMAP_DIFFUSE].color.a = (unsigned char)(alpha*255);
}
else if (buffer[1] == 'i') // disp string Displacement map
{
@@ -2073,13 +2330,13 @@ static Material LoadMTL(const char *fileName)
case 'b': // bump string Bump texture map
{
result = sscanf(buffer, "bump %s", mapFileName);
- if (result != EOF) material.texNormal = LoadTexture(mapFileName);
+ if (result != EOF) material.maps[TEXMAP_NORMAL].tex = LoadTexture(mapFileName);
} break;
case 'T': // Tr float Transparency Tr (alpha). Tr is inverse of d
{
float ialpha = 0.0f;
sscanf(buffer, "Tr %f", &ialpha);
- material.colDiffuse.a = (unsigned char)((1.0f - ialpha)*255);
+ material.maps[TEXMAP_DIFFUSE].color.a = (unsigned char)((1.0f - ialpha)*255);
} break;
case 'r': // refl string Reflection texture map