- /*******************************************************************************************
- *
- * raylib [shaders] example - Basic PBR
- *
- * Example originally created with raylib 5.0, last time updated with raylib 5.1-dev
- *
- * 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/)
- *
- ********************************************************************************************/
-
- #include "raylib.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
-
- //----------------------------------------------------------------------------------
- // Types and Structures Definition
- //----------------------------------------------------------------------------------
-
- // Light type
- typedef enum {
- LIGHT_DIRECTIONAL = 0,
- LIGHT_POINT,
- LIGHT_SPOT
- } LightType;
-
- // Light data
- typedef struct {
- int type;
- int enabled;
- Vector3 position;
- Vector3 target;
- float color[4];
- float intensity;
-
- // Shader light parameters locations
- int typeLoc;
- int enabledLoc;
- int positionLoc;
- int targetLoc;
- int colorLoc;
- int intensityLoc;
- } Light;
-
- //----------------------------------------------------------------------------------
- // 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
- static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader);
-
- // Update light properties on shader
- // NOTE: Light shader locations should be available
- static void UpdateLight(Shader shader, Light light);
-
- //----------------------------------------------------------------------------------
- // 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
-
- // 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");
- // 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");
- // 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 lightCountLoc = GetShaderLocation(shader, "numOfLights");
- int maxLightCount = MAX_LIGHTS;
- SetShaderValue(shader, lightCountLoc, &maxLightCount, SHADER_UNIFORM_INT);
-
- // Setup ambient color and intensity parameters
- float ambientIntensity = 0.02f;
- Color ambientColor = (Color){ 26, 32, 135, 255 };
- Vector3 ambientColorNormalized = (Vector3){ ambientColor.r/255.0f, ambientColor.g/255.0f, ambientColor.b/255.0f };
- SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), &ambientColorNormalized, SHADER_UNIFORM_VEC3);
- SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, SHADER_UNIFORM_FLOAT);
-
- // Get location for shader parameters that can be modified in real time
- int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
- int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
- int textureTilingLoc = GetShaderLocation(shader, "tiling");
-
- // 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");
-
- // Load floor model mesh and assign material parameters
- // NOTE: A basic plane shape can be generated instead of being loaded from a model file
- Model floor = LoadModel("resources/models/plane.glb");
- //Mesh floorMesh = GenMeshPlane(10, 10, 10, 10);
- //GenMeshTangents(&floorMesh); // TODO: Review tangents generation
- //Model floor = LoadModelFromMesh(floorMesh);
-
- // Assign material shader for our floor model, same PBR shader
- 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");
-
- // Models 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 };
- Vector2 floorTextureTiling = (Vector2){ 0.5f, 0.5f };
-
- // Create some lights
- Light lights[MAX_LIGHTS] = { 0 };
- lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, YELLOW, 4.0f, shader);
- lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, GREEN, 3.3f, shader);
- lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, RED, 8.3f, shader);
- lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, BLUE, 2.0f, 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
- //---------------------------------------------------------------------------------------
-
- // 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_ONE)) { lights[2].enabled = !lights[2].enabled; }
- if (IsKeyPressed(KEY_TWO)) { lights[1].enabled = !lights[1].enabled; }
- if (IsKeyPressed(KEY_THREE)) { lights[3].enabled = !lights[3].enabled; }
- if (IsKeyPressed(KEY_FOUR)) { lights[0].enabled = !lights[0].enabled; }
-
- // Update light values on shader (actually, only enable/disable them)
- for (int i = 0; i < MAX_LIGHTS; i++) UpdateLight(shader, lights[i]);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(BLACK);
-
- BeginMode3D(camera);
-
- // 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 }, 0.25f, WHITE); // Draw car model
-
- // Draw spheres to show the lights positions
- for (int i = 0; i < MAX_LIGHTS; i++)
- {
- 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: [1][2][3][4]", 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
- //--------------------------------------------------------------------------------------
- // 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(floor.materials[0]);
- floor.materials[0].maps = NULL;
- UnloadModel(floor);
-
- UnloadShader(shader); // Unload Shader
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
-
- // 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)
- {
- Light light = { 0 };
-
- if (lightCount < MAX_LIGHTS)
- {
- light.enabled = 1;
- light.type = type;
- light.position = position;
- light.target = target;
- light.color[0] = (float)color.r/255.0f;
- light.color[1] = (float)color.g/255.0f;
- light.color[2] = (float)color.b/255.0f;
- light.color[3] = (float)color.a/255.0f;
- light.intensity = intensity;
-
- // NOTE: Shader parameters names for lights must match the requested ones
- 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;
- }
-
- // Send light properties to shader
- // NOTE: Light shader locations should be available
- 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);
-
- // 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);
- }
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