diff options
Diffstat (limited to 'examples/shaders/shaders_basic_pbr.c')
| -rw-r--r-- | examples/shaders/shaders_basic_pbr.c | 220 |
1 files changed, 172 insertions, 48 deletions
diff --git a/examples/shaders/shaders_basic_pbr.c b/examples/shaders/shaders_basic_pbr.c index 92a88881..11e423d6 100644 --- a/examples/shaders/shaders_basic_pbr.c +++ b/examples/shaders/shaders_basic_pbr.c @@ -19,15 +19,45 @@ #include <emscripten/emscripten.h> #endif -#define RPBR_IMPLEMENTATION -#include "rpbr.h" - #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB #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 + +typedef struct { + int enabled; + int type; + Vector3 position; + Vector3 target; + float color[4]; + float intensity; + + int enabledLoc; + int typeLoc; + int positionLoc; + int targetLoc; + int colorLoc; + int intensityLoc; +} PBRLight; + +typedef enum { + LIGHT_DIRECTIONAL = 0, + LIGHT_POINT, + LIGHT_SPOT +} PBRLightType; + +// Create a light and get shader locations +PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader); + +// Send light properties to shader +// NOTE: Light shader locations should be available +void PBRLightUpdate(Shader shader, PBRLight light); //---------------------------------------------------------------------------------- // Main Entry Point @@ -53,44 +83,69 @@ int main() Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs",GLSL_VERSION), TextFormat("resources/shaders/glsl%i/pbr.fs",GLSL_VERSION)); - - - - PBRModel model = PBRModelLoad("resources/models/old_car_new.glb"); - //if we use obj file formator if model doesn't have tangents we have to calculate MeshTangents - //by using raylib function GenMeshTangents(mesh) for example: obj file doesn't support tangents - //GenMeshTangents(&model.model.meshes[0]); - - PBRMaterial model_mat = (PBRMaterial){0}; - PBRMaterialSetup(&model_mat, shader, NULL); //environment = NULL for now - PBRLoadTextures(&model_mat, PBR_TEXTURE_ALBEDO, "resources/old_car_d.png"); - PBRLoadTextures(&model_mat, PBR_TEXTURE_MRA, "resources/old_car_mra.png"); - PBRLoadTextures(&model_mat, PBR_TEXTURE_NORMAL, "resources/old_car_n.png"); - PBRLoadTextures(&model_mat, PBR_TEXTURE_EMISSIVE, "resources/old_car_e.png"); - PBRSetColor(&model_mat,PBR_COLOR_EMISSIVE, (Color){255,162,0,255}); - PBRSetVec2(&model_mat, PBR_VEC2_TILING,(Vector2){0.5,0.5}); - PBRSetMaterial(&model,&model_mat,0); - - PBRModel floor = PBRModelLoad("resources/models/plane.glb"); - - PBRMaterial floor_mat = (PBRMaterial){0}; - PBRMaterialSetup(&floor_mat, shader, NULL); - PBRLoadTextures(&floor_mat, PBR_TEXTURE_ALBEDO, "resources/road_a.png"); - PBRLoadTextures(&floor_mat, PBR_TEXTURE_MRA, "resources/road_mra.png"); - PBRLoadTextures(&floor_mat, PBR_TEXTURE_NORMAL, "resources/road_n.png"); - PBRSetVec2(&floor_mat, PBR_VEC2_TILING,(Vector2){0.5,0.5}); - PBRSetMaterial(&floor,&floor_mat,0); + 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 + 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 + shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap"); + shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor"); shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); int numOfLightsLoc = GetShaderLocation(shader, "numOfLights"); int numOfLights = 4; SetShaderValue(shader, numOfLightsLoc, &numOfLights, SHADER_UNIFORM_INT); - Color ambCol = (Color){26,32,135,255}; + 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; int albedoLoc = GetShaderLocation(shader, "albedo"); - PBRSetAmbient(shader,ambCol,ambIntens); + 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 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 }; + + Model floor = LoadModel("resources/models/plane.glb"); + + floor.materials[0].shader = shader; + + floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE; + floor.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f; + floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f; + floor.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; + floor.materials[0].maps[MATERIAL_MAP_EMISSION].color = BLACK; + + floor.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/road_a.png"); + 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 }; @@ -98,7 +153,13 @@ int main() 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); - SetShaderValueV(shader, GetShaderLocation(shader, "lights"), lights, SHADER_UNIFORM_FLOAT, numOfLights); + + // 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------------------------------------------------------------- @@ -122,32 +183,45 @@ int main() // Update light values (actually, only enable/disable them) for (int i = 0; i < MAX_LIGHTS; i++) PBRLightUpdate(shader, lights[i]); - emissiveCnt--; - if(emissiveCnt<=0){ - emissiveCnt = GetRandomValue(0,20); - PBRSetFloat(&model_mat,PBR_PARAM_EMISSIVE,(float)GetRandomValue(0,100)/100); - } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); + ClearBackground(BLACK); + BeginMode3D(camera); - - PBRDrawModel(floor, (Vector3){0,0,0}, 5.0f); - PBRDrawModel(model, (Vector3) {0, 0.0, 0}, 0.005); + + 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); // Draw spheres to show where the lights are - for (int i = 0; i < MAX_LIGHTS; i++) { + 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)); } + EndMode3D(); - DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, GRAY); + DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY); DrawFPS(10, 10); EndDrawing(); @@ -157,15 +231,65 @@ int main() //-------------------------------------------------------------------------------------- // De-Initialization //-------------------------------------------------------------------------------------- - - UnloadModel(floor.model); // Unload model - UnloadModel(model.model); // Unload model + model.materials[0].shader = (Shader){ 0 }; + 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 - UnloadPBRMaterial(floor_mat); // Unload PBRMaterial - UnloadPBRMaterial(model_mat); // Unload PBRMaterial CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; +} + +PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader) +{ + PBRLight light = { 0 }; + + if (lightsCount < MAX_LIGHTS) + { + light.enabled = 1; + light.type = type; + light.position = position; + light.target = target; + light.color[0] = (float)color.r / (float)255; + light.color[1] = (float)color.g / (float)255; + light.color[2] = (float)color.b / (float)255; + 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++; } + + return light; +} + +// Send light properties to shader +// NOTE: Light shader locations should be available +void PBRLightUpdate(Shader shader, PBRLight 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); + + // Send to shader light target position values + float target[3] = { light.target.x, light.target.y, light.target.z }; + SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3); + SetShaderValue(shader, light.colorLoc, light.color, SHADER_UNIFORM_VEC4); + SetShaderValue(shader, light.intensityLoc, &light.intensity, SHADER_UNIFORM_FLOAT); +} |
