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-rw-r--r--examples/shaders/shaders_basic_pbr.c220
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);
+}