From 9bdc21798792a251ac7d8df828d13ef7b206519c Mon Sep 17 00:00:00 2001 From: devdad Date: Fri, 15 Dec 2023 17:13:44 +0100 Subject: basic PBR example (#3621) * basic pbr example pbr implementation includes rpbr.h and few shader files header only file, which self contain everything needed for pbr rendering. Few textures and one model of the car which is under free licence which is included inside basic_pbr.c example file currently supported shader versions are 120 and 330 , version 100 has small issue which I have to resolve * Unloading PBRMAterial I forgot unloading PBRMaterial * fix small issue with texOffset assigment. value was Vector4 at first but I found out it would be unclear for and users, so I change to have two Vector2 instead, but forgot to assign offset . * Changed size of textures and file name changed Changed size of textures from 2048x2048 to 1024x1024 and file name changed to shaders_basic_pbr.c , Added the function PBRModel PBRModelLoadFromMesh(Mesh mesh); but GenMeshPlane(2, 2.0, 3, 3) culdn't be used because it crash once GenMeshTangents() is used with that plane mesh --- examples/shaders/resources/models/old_car_new.glb | Bin 0 -> 467788 bytes examples/shaders/resources/models/plane.glb | Bin 0 -> 1144 bytes examples/shaders/resources/old_car_d.png | Bin 0 -> 1684886 bytes examples/shaders/resources/old_car_e.png | Bin 0 -> 1775 bytes examples/shaders/resources/old_car_mra.png | Bin 0 -> 1136009 bytes examples/shaders/resources/old_car_n.png | Bin 0 -> 1287246 bytes examples/shaders/resources/road_a.png | Bin 0 -> 638390 bytes examples/shaders/resources/road_mra.png | Bin 0 -> 673099 bytes examples/shaders/resources/road_n.png | Bin 0 -> 660787 bytes examples/shaders/resources/shaders/glsl100/pbr.fs | 156 ++++++++ examples/shaders/resources/shaders/glsl100/pbr.vs | 75 ++++ examples/shaders/resources/shaders/glsl120/pbr.fs | 156 ++++++++ examples/shaders/resources/shaders/glsl120/pbr.vs | 75 ++++ examples/shaders/resources/shaders/glsl330/pbr.fs | 159 ++++++++ examples/shaders/resources/shaders/glsl330/pbr.vs | 49 +++ examples/shaders/rpbr.h | 466 ++++++++++++++++++++++ examples/shaders/shaders_basic_pbr.c | 171 ++++++++ 17 files changed, 1307 insertions(+) create mode 100644 examples/shaders/resources/models/old_car_new.glb create mode 100644 examples/shaders/resources/models/plane.glb create mode 100644 examples/shaders/resources/old_car_d.png create mode 100644 examples/shaders/resources/old_car_e.png create mode 100644 examples/shaders/resources/old_car_mra.png create mode 100644 examples/shaders/resources/old_car_n.png create mode 100644 examples/shaders/resources/road_a.png create mode 100644 examples/shaders/resources/road_mra.png create mode 100644 examples/shaders/resources/road_n.png create mode 100644 examples/shaders/resources/shaders/glsl100/pbr.fs create mode 100644 examples/shaders/resources/shaders/glsl100/pbr.vs create mode 100644 examples/shaders/resources/shaders/glsl120/pbr.fs create mode 100644 examples/shaders/resources/shaders/glsl120/pbr.vs create mode 100644 examples/shaders/resources/shaders/glsl330/pbr.fs create mode 100644 examples/shaders/resources/shaders/glsl330/pbr.vs create mode 100644 examples/shaders/rpbr.h create mode 100644 examples/shaders/shaders_basic_pbr.c (limited to 'examples') diff --git a/examples/shaders/resources/models/old_car_new.glb b/examples/shaders/resources/models/old_car_new.glb new file mode 100644 index 00000000..119995ca Binary files /dev/null and b/examples/shaders/resources/models/old_car_new.glb differ diff --git a/examples/shaders/resources/models/plane.glb b/examples/shaders/resources/models/plane.glb new file mode 100644 index 00000000..452e1c5b Binary files /dev/null and b/examples/shaders/resources/models/plane.glb differ diff --git a/examples/shaders/resources/old_car_d.png b/examples/shaders/resources/old_car_d.png new file mode 100644 index 00000000..d8b3c833 Binary files /dev/null and b/examples/shaders/resources/old_car_d.png differ diff --git a/examples/shaders/resources/old_car_e.png b/examples/shaders/resources/old_car_e.png new file mode 100644 index 00000000..23f01c0f Binary files /dev/null and b/examples/shaders/resources/old_car_e.png differ diff --git a/examples/shaders/resources/old_car_mra.png b/examples/shaders/resources/old_car_mra.png new file mode 100644 index 00000000..0fb46b33 Binary files /dev/null and b/examples/shaders/resources/old_car_mra.png differ diff --git a/examples/shaders/resources/old_car_n.png b/examples/shaders/resources/old_car_n.png new file mode 100644 index 00000000..11f689fe Binary files /dev/null and b/examples/shaders/resources/old_car_n.png differ diff --git a/examples/shaders/resources/road_a.png b/examples/shaders/resources/road_a.png new file mode 100644 index 00000000..10377739 Binary files /dev/null and b/examples/shaders/resources/road_a.png differ diff --git a/examples/shaders/resources/road_mra.png b/examples/shaders/resources/road_mra.png new file mode 100644 index 00000000..988c839c Binary files /dev/null and b/examples/shaders/resources/road_mra.png differ diff --git a/examples/shaders/resources/road_n.png b/examples/shaders/resources/road_n.png new file mode 100644 index 00000000..a5f3548c Binary files /dev/null and b/examples/shaders/resources/road_n.png differ diff --git a/examples/shaders/resources/shaders/glsl100/pbr.fs b/examples/shaders/resources/shaders/glsl100/pbr.fs new file mode 100644 index 00000000..1ada8331 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/pbr.fs @@ -0,0 +1,156 @@ +#version 100 + +precision mediump float; + +#define MAX_LIGHTS 4 +#define LIGHT_DIRECTIONAL 0 +#define LIGHT_POINT 1 +#define PI 3.14159265358979323846 + +struct Light { + int enabled; + int type; + vec3 position; + vec3 target; + vec4 color; + float intensity; +}; + +// Input vertex attributes (from vertex shader) +varying in vec3 fragPosition; +varying in vec2 fragTexCoord; +varying in vec4 fragColor; +varying in vec3 fragNormal; +varying in vec4 shadowPos; +varying in mat3 TBN; + + +// Input uniform values +uniform int numOfLights; +uniform sampler2D albedoMap; +uniform sampler2D mraMap; +uniform sampler2D normalMap; +uniform sampler2D emissiveMap; // r: Hight g:emissive + +uniform vec2 tiling; +uniform vec2 offset; + +uniform int useTexAlbedo; +uniform int useTexNormal; +uniform int useTexMRA; +uniform int useTexEmissive; + +uniform vec4 albedoColor; +uniform vec4 emissiveColor; +uniform float normalValue; +uniform float metallicValue; +uniform float roughnessValue; +uniform float aoValue; +uniform float emissivePower; + +// Input lighting values +uniform Light lights[MAX_LIGHTS]; +uniform vec3 viewPos; + +uniform vec3 ambientColor; +uniform float ambient; + +// refl in range 0 to 1 +// returns base reflectivity to 1 +// incrase reflectivity when surface view at larger angle +vec3 schlickFresnel(float hDotV,vec3 refl) +{ + return refl + (1.0 - refl) * pow(1.0 - hDotV,5.0); +} + +float ggxDistribution(float nDotH,float roughness) +{ + float a = roughness * roughness * roughness * roughness; + float d = nDotH * nDotH * (a - 1.0) + 1.0; + d = PI * d * d; + return a / max(d,0.0000001); +} + +float geomSmith(float nDotV,float nDotL,float roughness) +{ + float r = roughness + 1.0; + float k = r * r / 8.0; + float ik = 1.0 - k; + float ggx1 = nDotV / (nDotV * ik + k); + float ggx2 = nDotL / (nDotL * ik + k); + return ggx1 * ggx2; +} + +vec3 pbr(){ + vec3 albedo = texture2D(albedoMap,vec2(fragTexCoord.x*tiling.x+offset.x,fragTexCoord.y*tiling.y+offset.y)).rgb; + albedo = vec3(albedoColor.x*albedo.x,albedoColor.y*albedo.y,albedoColor.z*albedo.z); + float metallic = clamp(metallicValue,0.0,1.0); + float roughness = clamp(roughnessValue,0.0,1.0); + float ao = clamp(aoValue,0.0,1.0); + if(useTexMRA == 1) { + vec4 mra = texture2D(mraMap, vec2(fragTexCoord.x * tiling.x + offset.x, fragTexCoord.y * tiling.y + offset.y)); + metallic = clamp(mra.r+metallicValue,0.04,1.0); + roughness = clamp(mra.g+roughnessValue,0.04,1.0); + ao = (mra.b+aoValue)*0.5; + } + + + + vec3 N = normalize(fragNormal); + if(useTexNormal == 1) { + N = texture2D(normalMap, vec2(fragTexCoord.x * tiling.x + offset.y, fragTexCoord.y * tiling.y + offset.y)).rgb; + N = normalize(N * 2.0 - 1.0); + N = normalize(N * TBN); + } + + vec3 V = normalize(viewPos - fragPosition); + + vec3 e = vec3(0); + e = (texture2D(emissiveMap, vec2(fragTexCoord.x*tiling.x+offset.x, fragTexCoord.y*tiling.y+offset.y)).rgb).g * emissiveColor.rgb*emissivePower * float(useTexEmissive); + + //return N;//vec3(metallic,metallic,metallic); + //if dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity + vec3 baseRefl = mix(vec3(0.04),albedo.rgb,metallic); + vec3 Lo = vec3(0.0); // acumulate lighting lum + + for(int i=0;ipbrShader = pbrShader; + + pbrMat->texAlbedo = (Texture2D){0}; + pbrMat->texNormal = (Texture2D){0}; + pbrMat->texMRA = (Texture2D){0}; + pbrMat->texEmissive = (Texture2D){0}; + + //PBRParam + pbrMat->albedo[0] = 1.0; + pbrMat->albedo[1] = 1.0; + pbrMat->albedo[2] = 1.0; + pbrMat->albedo[3] = 1.0; + pbrMat->metallic = 0; + pbrMat->roughness = 0; + pbrMat->ao = 1.0; + pbrMat->normal = 1; + pbrMat->emissive[0] = 0; + pbrMat->emissive[1] = 0; + pbrMat->emissive[2] = 0; + pbrMat->emissive[3] = 0; + + pbrMat->texTiling[0] = 1.0; + pbrMat->texTiling[1] = 1.0; + pbrMat->texOffset[0] = 0.0; + pbrMat->texOffset[1] = 0.0; + pbrMat->emissivePower = 1.0; + // Set up PBR shader material locations + + pbrMat->albedoLoc = GetShaderLocation(pbrMat->pbrShader, "albedoColor"); + pbrMat->normalLoc = GetShaderLocation(pbrMat->pbrShader, "normalValue"); + pbrMat->metallicLoc = GetShaderLocation(pbrMat->pbrShader, "metallicValue"); + pbrMat->roughnessLoc = GetShaderLocation(pbrMat->pbrShader, "roughnessValue"); + pbrMat->aoLoc = GetShaderLocation(pbrMat->pbrShader, "aoValue"); + pbrMat->emissiveColorLoc = GetShaderLocation(pbrMat->pbrShader, "emissiveColor"); + pbrMat->emissivePowerLoc = GetShaderLocation(pbrMat->pbrShader, "emissivePower"); + + pbrMat->texTilingLoc = GetShaderLocation(pbrMat->pbrShader, "tiling"); + pbrMat->texOffsetLoc = GetShaderLocation(pbrMat->pbrShader, "offset"); + + pbrMat->useTexAlbedoLoc = GetShaderLocation(pbrMat->pbrShader, "useTexAlbedo"); + pbrMat->useTexNormalLoc = GetShaderLocation(pbrMat->pbrShader, "useTexNormal"); + pbrMat->useTexMRAELoc = GetShaderLocation(pbrMat->pbrShader, "useTexMRA"); + pbrMat->useTexEmissiveLoc = GetShaderLocation(pbrMat->pbrShader, "useTexEmissive"); + + SetShaderValue(pbrMat->pbrShader,pbrMat->albedoLoc,pbrMat->albedo,SHADER_UNIFORM_VEC4); + SetShaderValue(pbrMat->pbrShader, pbrMat->emissiveColorLoc, pbrMat->emissive, SHADER_UNIFORM_VEC4); + SetShaderValue(pbrMat->pbrShader, pbrMat->emissivePowerLoc, &pbrMat->emissivePower, SHADER_UNIFORM_FLOAT); + SetShaderValue(pbrMat->pbrShader,pbrMat->metallicLoc,&pbrMat->metallic,SHADER_UNIFORM_FLOAT); + SetShaderValue(pbrMat->pbrShader,pbrMat->roughnessLoc,&pbrMat->roughness,SHADER_UNIFORM_FLOAT); + SetShaderValue(pbrMat->pbrShader,pbrMat->aoLoc,&pbrMat->ao,SHADER_UNIFORM_FLOAT); + SetShaderValue(pbrMat->pbrShader,pbrMat->normalLoc,&pbrMat->normal,SHADER_UNIFORM_FLOAT); + SetShaderValue(pbrMat->pbrShader,pbrMat->texTilingLoc,pbrMat->texTiling,SHADER_UNIFORM_VEC2); + SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,pbrMat->texOffset,SHADER_UNIFORM_VEC2); +} + +void PBRLoadTextures(PBRMaterial *pbrMat,PBRTexType pbrTexType,const char *fileName){ + if(pbrMat == NULL) return; + switch(pbrTexType){ + case PBR_TEXTURE_ALBEDO: + pbrMat->texAlbedo = LoadTexture(fileName); + pbrMat->useTexAlbedo = 1; + break; + case PBR_TEXTURE_MRA: + pbrMat->texMRA = LoadTexture(fileName); + pbrMat->useTexMRA = 1; + break; + case PBR_TEXTURE_NORMAL: + pbrMat->texNormal = LoadTexture(fileName); + pbrMat->useTexNormal = 1; + break; + case PBR_TEXTURE_EMISSIVE: + pbrMat->texEmissive = LoadTexture(fileName); + pbrMat->useTexEmissive = 1; + break; + } +} + +void UnloadPBRMaterial(PBRMaterial pbrMat){ + if(pbrMat.useTexAlbedo == 1) UnloadTexture(pbrMat.texAlbedo); + if(pbrMat.useTexNormal == 1) UnloadTexture(pbrMat.texNormal); + if(pbrMat.useTexMRA == 1) UnloadTexture(pbrMat.texMRA); + if(pbrMat.useTexEmissive == 1) UnloadTexture(pbrMat.texEmissive); +} + +void PBRSetColor(PBRMaterial *pbrMat,PBRColorType pbrColorType,Color color){ + if(pbrMat == NULL) return; + switch(pbrColorType){ + case PBR_COLOR_ALBEDO: + pbrMat->albedo[0] = (float) color.r / 255; + pbrMat->albedo[1] = (float) color.g / 255; + pbrMat->albedo[2] = (float) color.b / 255; + pbrMat->albedo[3] = (float) color.a / 255; + SetShaderValue(pbrMat->pbrShader,pbrMat->albedoLoc,pbrMat->albedo,SHADER_UNIFORM_VEC4); + break; + case PBR_COLOR_EMISSIVE: + pbrMat->emissive[0] = (float) color.r / 255; + pbrMat->emissive[1] = (float) color.g / 255; + pbrMat->emissive[2] = (float) color.b / 255; + pbrMat->emissive[3] = (float) color.a / 255; + SetShaderValue(pbrMat->pbrShader, pbrMat->emissiveColorLoc, pbrMat->emissive, SHADER_UNIFORM_VEC4); + break; + } +} + +void PBRSetFloat(PBRMaterial *pbrMat, PBRFloatType pbrParamType, float value){ + if(pbrMat == NULL) return; + switch(pbrParamType){ + case PBR_PARAM_METALLIC: + pbrMat->metallic = value; + SetShaderValue(pbrMat->pbrShader,pbrMat->metallicLoc,&pbrMat->metallic,SHADER_UNIFORM_FLOAT); + break; + case PBR_PARAM_ROUGHNESS: + pbrMat->roughness = value; + SetShaderValue(pbrMat->pbrShader,pbrMat->roughnessLoc,&pbrMat->roughness,SHADER_UNIFORM_FLOAT); + break; + case PBR_PARAM_NORMAL: + pbrMat->normal = value; + SetShaderValue(pbrMat->pbrShader,pbrMat->normalLoc,&pbrMat->normal,SHADER_UNIFORM_FLOAT); + break; + case PBR_PARAM_AO: + pbrMat->ao = value; + SetShaderValue(pbrMat->pbrShader,pbrMat->aoLoc,&pbrMat->ao,SHADER_UNIFORM_FLOAT); + break; + case PBR_PARAM_EMISSIVE: + pbrMat->emissivePower = value; + SetShaderValue(pbrMat->pbrShader,pbrMat->emissivePowerLoc,&pbrMat->emissivePower,SHADER_UNIFORM_FLOAT); + break; + } +} + + +void PBRSetVec2(PBRMaterial *pbrMat,PBRVec2Type type,Vector2 value){ + switch(type){ + case PBR_VEC2_TILING: + pbrMat->texTiling[0] = value.x; + pbrMat->texTiling[1] = value.y; + SetShaderValue(pbrMat->pbrShader,pbrMat->texTilingLoc,&pbrMat->texTiling,SHADER_UNIFORM_VEC2); + break; + case PBR_VEC2_OFFSET: + pbrMat->texOffset[0] = value.x; + pbrMat->texOffset[1] = value.y; + SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,&pbrMat->texOffset,SHADER_UNIFORM_VEC2); + break; + } +} + +void PBRSetMaterial(PBRModel* model,PBRMaterial* pbrMat,int matIndex){ + + + model->pbrMat = *pbrMat; + model->model.materials[matIndex].shader = model->pbrMat.pbrShader; + pbrMat->pbrShader.locs[SHADER_LOC_MAP_MRA] = GetShaderLocation(pbrMat->pbrShader, "mraMap"); + pbrMat->pbrShader.locs[SHADER_LOC_MAP_EMISSIVE] = GetShaderLocation(pbrMat->pbrShader, "emissiveMap"); + pbrMat->pbrShader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(pbrMat->pbrShader, "normalMap"); + + if(pbrMat->useTexAlbedo) { + model->model.materials[matIndex].maps[MATERIAL_MAP_ALBEDO].texture = pbrMat->texAlbedo; + } + if(pbrMat->useTexMRA) { + model->model.materials[matIndex].maps[MATERIAL_MAP_MRA].texture = pbrMat->texMRA; + } + if(pbrMat->useTexNormal) { + model->model.materials[matIndex].maps[MATERIAL_MAP_NORMAL].texture = pbrMat->texNormal; + } + if(pbrMat->useTexEmissive) { + model->model.materials[matIndex].maps[MATERIAL_MAP_EMISSIVE].texture = pbrMat->texEmissive; + } + + SetShaderValue(pbrMat->pbrShader,pbrMat->useTexAlbedoLoc,&pbrMat->useTexAlbedo,SHADER_UNIFORM_INT); + SetShaderValue(pbrMat->pbrShader,pbrMat->useTexNormalLoc,&pbrMat->useTexNormal,SHADER_UNIFORM_INT); + SetShaderValue(pbrMat->pbrShader, pbrMat->useTexMRAELoc, &pbrMat->useTexMRA, SHADER_UNIFORM_INT); + SetShaderValue(pbrMat->pbrShader, pbrMat->useTexEmissiveLoc, &pbrMat->useTexEmissive, SHADER_UNIFORM_INT); +} + +void PBRDrawModel(PBRModel pbrModel, Vector3 position, float scale){ + PBRMaterial *pbrMat = &pbrModel.pbrMat; + SetShaderValue(pbrMat->pbrShader,pbrMat->albedoLoc,pbrMat->albedo,SHADER_UNIFORM_VEC4); + SetShaderValue(pbrMat->pbrShader, pbrMat->emissiveColorLoc, pbrMat->emissive, SHADER_UNIFORM_VEC4); + SetShaderValue(pbrMat->pbrShader,pbrMat->metallicLoc,&pbrMat->metallic,SHADER_UNIFORM_FLOAT); + SetShaderValue(pbrMat->pbrShader,pbrMat->roughnessLoc,&pbrMat->roughness,SHADER_UNIFORM_FLOAT); + SetShaderValue(pbrMat->pbrShader,pbrMat->aoLoc,&pbrMat->ao,SHADER_UNIFORM_FLOAT); + SetShaderValue(pbrMat->pbrShader,pbrMat->normalLoc,&pbrMat->normal,SHADER_UNIFORM_FLOAT); + SetShaderValue(pbrMat->pbrShader,pbrMat->texTilingLoc,pbrMat->texTiling,SHADER_UNIFORM_VEC2); + SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,pbrMat->texOffset,SHADER_UNIFORM_VEC2); + + SetShaderValue(pbrMat->pbrShader,pbrMat->useTexAlbedoLoc,&pbrMat->useTexAlbedo,SHADER_UNIFORM_INT); + SetShaderValue(pbrMat->pbrShader,pbrMat->useTexNormalLoc,&pbrMat->useTexNormal,SHADER_UNIFORM_INT); + SetShaderValue(pbrMat->pbrShader, pbrMat->useTexMRAELoc, &pbrMat->useTexMRA, SHADER_UNIFORM_INT); + SetShaderValue(pbrMat->pbrShader, pbrMat->useTexEmissiveLoc, &pbrMat->useTexEmissive, SHADER_UNIFORM_INT); + + DrawModel(pbrModel.model,position,scale,WHITE); +} + +PBRModel PBRModelLoad(const char *fileName){ + PBRModel pbrModel = (PBRModel){0}; + pbrModel.model = LoadModel(fileName); + return pbrModel; +} + +PBRModel PBRModelLoadFromMesh(Mesh mesh){ + PBRModel pbrModel = (PBRModel){0}; + pbrModel.model = LoadModelFromMesh(mesh); + return pbrModel; +} +#endif // RPBR_IMPLEMENTATION diff --git a/examples/shaders/shaders_basic_pbr.c b/examples/shaders/shaders_basic_pbr.c new file mode 100644 index 00000000..92a88881 --- /dev/null +++ b/examples/shaders/shaders_basic_pbr.c @@ -0,0 +1,171 @@ +/******************************************************************************************* +* +* raylib [core] example - Model Defuse Normal Shader (adapted for HTML5 platform) +* +* 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 +* +* 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) +* +* 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 +#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 + + +//---------------------------------------------------------------------------------- +// Main Entry Point +//---------------------------------------------------------------------------------- +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr"); + + // Define the camera to look into our 3d world + Camera camera = { 0 }; + camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + 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)); + + + + 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_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}; + float ambIntens = 0.02; + + int albedoLoc = GetShaderLocation(shader, "albedo"); + PBRSetAmbient(shader,ambCol,ambIntens); + + // 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); + SetShaderValueV(shader, GetShaderLocation(shader, "lights"), lights, SHADER_UNIFORM_FLOAT, numOfLights); + + 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 + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera, CAMERA_ORBITAL); + + // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }) + float cameraPos[3] = {camera.position.x, camera.position.y, camera.position.z}; + SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); + + // Check key inputs to enable/disable lights + if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; } + if (IsKeyPressed(KEY_G)) { lights[1].enabled = !lights[1].enabled; } + 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]); + 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); + + // Draw spheres to show where the lights are + 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); + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + //-------------------------------------------------------------------------------------- + // De-Initialization + //-------------------------------------------------------------------------------------- + + UnloadModel(floor.model); // Unload model + UnloadModel(model.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; + } -- cgit v1.2.3