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  1. /*******************************************************************************************
  2. *
  3. * raylib [shaders] example - Basic PBR
  4. *
  5. * Example originally created with raylib 5.0, last time updated with raylib 5.1-dev
  6. *
  7. * Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5)
  8. *
  9. * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
  10. * BSD-like license that allows static linking with closed source software
  11. *
  12. * Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad)
  13. *
  14. * Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
  15. * licensed under Creative Commons Attribution-NonCommercial
  16. * (http://creativecommons.org/licenses/by-nc/4.0/)
  17. *
  18. ********************************************************************************************/
  19. #include "raylib.h"
  20. #if defined(PLATFORM_DESKTOP)
  21. #define GLSL_VERSION 330
  22. #else // PLATFORM_ANDROID, PLATFORM_WEB
  23. #define GLSL_VERSION 120
  24. #endif
  25. #include <stdlib.h> // Required for: NULL
  26. #define MAX_LIGHTS 4 // Max dynamic lights supported by shader
  27. //----------------------------------------------------------------------------------
  28. // Types and Structures Definition
  29. //----------------------------------------------------------------------------------
  30. // Light type
  31. typedef enum {
  32. LIGHT_DIRECTIONAL = 0,
  33. LIGHT_POINT,
  34. LIGHT_SPOT
  35. } LightType;
  36. // Light data
  37. typedef struct {
  38. int type;
  39. int enabled;
  40. Vector3 position;
  41. Vector3 target;
  42. float color[4];
  43. float intensity;
  44. // Shader light parameters locations
  45. int typeLoc;
  46. int enabledLoc;
  47. int positionLoc;
  48. int targetLoc;
  49. int colorLoc;
  50. int intensityLoc;
  51. } Light;
  52. //----------------------------------------------------------------------------------
  53. // Global Variables Definition
  54. //----------------------------------------------------------------------------------
  55. static int lightCount = 0; // Current number of dynamic lights that have been created
  56. //----------------------------------------------------------------------------------
  57. // Module specific Functions Declaration
  58. //----------------------------------------------------------------------------------
  59. // Create a light and get shader locations
  60. static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader);
  61. // Update light properties on shader
  62. // NOTE: Light shader locations should be available
  63. static void UpdateLight(Shader shader, Light light);
  64. //----------------------------------------------------------------------------------
  65. // Main Entry Point
  66. //----------------------------------------------------------------------------------
  67. int main()
  68. {
  69. // Initialization
  70. //--------------------------------------------------------------------------------------
  71. const int screenWidth = 800;
  72. const int screenHeight = 450;
  73. SetConfigFlags(FLAG_MSAA_4X_HINT);
  74. InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr");
  75. // Define the camera to look into our 3d world
  76. Camera camera = { 0 };
  77. camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position
  78. camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
  79. camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
  80. camera.fovy = 45.0f; // Camera field-of-view Y
  81. camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
  82. // Load PBR shader and setup all required locations
  83. Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
  84. TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
  85. shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(shader, "albedoMap");
  86. // WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture
  87. // They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience,
  88. // shader already takes care of it accordingly
  89. shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap");
  90. shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
  91. // WARNING: Similar to the MRA map, the emissive map packs different information
  92. // into a single texture: it stores height and emission data
  93. // It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader
  94. shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap");
  95. shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor");
  96. // Setup additional required shader locations, including lights data
  97. shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
  98. int lightCountLoc = GetShaderLocation(shader, "numOfLights");
  99. int maxLightCount = MAX_LIGHTS;
  100. SetShaderValue(shader, lightCountLoc, &maxLightCount, SHADER_UNIFORM_INT);
  101. // Setup ambient color and intensity parameters
  102. float ambientIntensity = 0.02f;
  103. Color ambientColor = (Color){ 26, 32, 135, 255 };
  104. Vector3 ambientColorNormalized = (Vector3){ ambientColor.r/255.0f, ambientColor.g/255.0f, ambientColor.b/255.0f };
  105. SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), &ambientColorNormalized, SHADER_UNIFORM_VEC3);
  106. SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, SHADER_UNIFORM_FLOAT);
  107. // Get location for shader parameters that can be modified in real time
  108. int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
  109. int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
  110. int textureTilingLoc = GetShaderLocation(shader, "tiling");
  111. // Load old car model using PBR maps and shader
  112. // WARNING: We know this model consists of a single model.meshes[0] and
  113. // that model.materials[0] is by default assigned to that mesh
  114. // There could be more complex models consisting of multiple meshes and
  115. // multiple materials defined for those meshes... but always 1 mesh = 1 material
  116. Model car = LoadModel("resources/models/old_car_new.glb");
  117. // Assign already setup PBR shader to model.materials[0], used by models.meshes[0]
  118. car.materials[0].shader = shader;
  119. // Setup materials[0].maps default parameters
  120. car.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
  121. car.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
  122. car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
  123. car.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
  124. car.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 };
  125. // Setup materials[0].maps default textures
  126. car.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png");
  127. car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png");
  128. car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png");
  129. car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png");
  130. // Load floor model mesh and assign material parameters
  131. // NOTE: A basic plane shape can be generated instead of being loaded from a model file
  132. Model floor = LoadModel("resources/models/plane.glb");
  133. //Mesh floorMesh = GenMeshPlane(10, 10, 10, 10);
  134. //GenMeshTangents(&floorMesh); // TODO: Review tangents generation
  135. //Model floor = LoadModelFromMesh(floorMesh);
  136. // Assign material shader for our floor model, same PBR shader
  137. floor.materials[0].shader = shader;
  138. floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
  139. floor.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
  140. floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
  141. floor.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
  142. floor.materials[0].maps[MATERIAL_MAP_EMISSION].color = BLACK;
  143. floor.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/road_a.png");
  144. floor.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/road_mra.png");
  145. floor.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/road_n.png");
  146. // Models texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED)
  147. // NOTE: Material.params[4] are available for generic parameters storage (float)
  148. Vector2 carTextureTiling = (Vector2){ 0.5f, 0.5f };
  149. Vector2 floorTextureTiling = (Vector2){ 0.5f, 0.5f };
  150. // Create some lights
  151. Light lights[MAX_LIGHTS] = { 0 };
  152. lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, YELLOW, 4.0f, shader);
  153. lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, GREEN, 3.3f, shader);
  154. lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, RED, 8.3f, shader);
  155. lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, BLUE, 2.0f, shader);
  156. // Setup material texture maps usage in shader
  157. // NOTE: By default, the texture maps are always used
  158. int usage = 1;
  159. SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &usage, SHADER_UNIFORM_INT);
  160. SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT);
  161. SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT);
  162. SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT);
  163. SetTargetFPS(60); // Set our game to run at 60 frames-per-second
  164. //---------------------------------------------------------------------------------------
  165. // Main game loop
  166. while (!WindowShouldClose()) // Detect window close button or ESC key
  167. {
  168. // Update
  169. //----------------------------------------------------------------------------------
  170. UpdateCamera(&camera, CAMERA_ORBITAL);
  171. // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
  172. float cameraPos[3] = {camera.position.x, camera.position.y, camera.position.z};
  173. SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
  174. // Check key inputs to enable/disable lights
  175. if (IsKeyPressed(KEY_ONE)) { lights[2].enabled = !lights[2].enabled; }
  176. if (IsKeyPressed(KEY_TWO)) { lights[1].enabled = !lights[1].enabled; }
  177. if (IsKeyPressed(KEY_THREE)) { lights[3].enabled = !lights[3].enabled; }
  178. if (IsKeyPressed(KEY_FOUR)) { lights[0].enabled = !lights[0].enabled; }
  179. // Update light values on shader (actually, only enable/disable them)
  180. for (int i = 0; i < MAX_LIGHTS; i++) UpdateLight(shader, lights[i]);
  181. //----------------------------------------------------------------------------------
  182. // Draw
  183. //----------------------------------------------------------------------------------
  184. BeginDrawing();
  185. ClearBackground(BLACK);
  186. BeginMode3D(camera);
  187. // Set floor model texture tiling and emissive color parameters on shader
  188. SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2);
  189. Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
  190. SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, SHADER_UNIFORM_VEC4);
  191. DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model
  192. // Set old car model texture tiling, emissive color and emissive intensity parameters on shader
  193. SetShaderValue(shader, textureTilingLoc, &carTextureTiling, SHADER_UNIFORM_VEC2);
  194. Vector4 carEmissiveColor = ColorNormalize(car.materials[0].maps[MATERIAL_MAP_EMISSION].color);
  195. SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, SHADER_UNIFORM_VEC4);
  196. float emissiveIntensity = 0.01f;
  197. SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT);
  198. DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.25f, WHITE); // Draw car model
  199. // Draw spheres to show the lights positions
  200. for (int i = 0; i < MAX_LIGHTS; i++)
  201. {
  202. Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 };
  203. if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
  204. else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
  205. }
  206. EndMode3D();
  207. DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
  208. DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
  209. DrawFPS(10, 10);
  210. EndDrawing();
  211. //----------------------------------------------------------------------------------
  212. }
  213. // De-Initialization
  214. //--------------------------------------------------------------------------------------
  215. // Unbind (disconnect) shader from car.material[0]
  216. // to avoid UnloadMaterial() trying to unload it automatically
  217. car.materials[0].shader = (Shader){ 0 };
  218. UnloadMaterial(car.materials[0]);
  219. car.materials[0].maps = NULL;
  220. UnloadModel(car);
  221. floor.materials[0].shader = (Shader){ 0 };
  222. UnloadMaterial(floor.materials[0]);
  223. floor.materials[0].maps = NULL;
  224. UnloadModel(floor);
  225. UnloadShader(shader); // Unload Shader
  226. CloseWindow(); // Close window and OpenGL context
  227. //--------------------------------------------------------------------------------------
  228. return 0;
  229. }
  230. // Create light with provided data
  231. // NOTE: It updated the global lightCount and it's limited to MAX_LIGHTS
  232. static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader)
  233. {
  234. Light light = { 0 };
  235. if (lightCount < MAX_LIGHTS)
  236. {
  237. light.enabled = 1;
  238. light.type = type;
  239. light.position = position;
  240. light.target = target;
  241. light.color[0] = (float)color.r/255.0f;
  242. light.color[1] = (float)color.g/255.0f;
  243. light.color[2] = (float)color.b/255.0f;
  244. light.color[3] = (float)color.a/255.0f;
  245. light.intensity = intensity;
  246. // NOTE: Shader parameters names for lights must match the requested ones
  247. light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount));
  248. light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount));
  249. light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightCount));
  250. light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount));
  251. light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount));
  252. light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount));
  253. UpdateLight(shader, light);
  254. lightCount++;
  255. }
  256. return light;
  257. }
  258. // Send light properties to shader
  259. // NOTE: Light shader locations should be available
  260. static void UpdateLight(Shader shader, Light light)
  261. {
  262. SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
  263. SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
  264. // Send to shader light position values
  265. float position[3] = { light.position.x, light.position.y, light.position.z };
  266. SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
  267. // Send to shader light target position values
  268. float target[3] = { light.target.x, light.target.y, light.target.z };
  269. SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
  270. SetShaderValue(shader, light.colorLoc, light.color, SHADER_UNIFORM_VEC4);
  271. SetShaderValue(shader, light.intensityLoc, &light.intensity, SHADER_UNIFORM_FLOAT);
  272. }