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- /*******************************************************************************************
- *
- * raylib [models] example - PBR material
- *
- * NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
- * is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
- *
- * This example has been created using raylib 1.8 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Copyright (c) 2017 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
- #include "raymath.h"
-
- #include <stdio.h>
-
- #define RLIGHTS_IMPLEMENTATION
- #include "rlights.h"
-
- #define CUBEMAP_SIZE 512 // Cubemap texture size
- #define IRRADIANCE_SIZE 32 // Irradiance texture size
- #define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
- #define BRDF_SIZE 512 // BRDF LUT texture size
-
- // PBR material loading
- static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
-
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
- InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // 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.type = CAMERA_PERSPECTIVE; // Camera mode type
-
- // Load model and PBR material
- Model model = LoadModel("resources/pbr/trooper.obj");
-
- // Mesh tangents are generated... and uploaded to GPU
- // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
- MeshTangents(&model.meshes[0]);
-
- UnloadMaterial(model.materials[0]); // get rid of default material
- model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
-
- // Create lights
- // NOTE: Lights are added to an internal lights pool automatically
- CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.materials[0].shader);
- CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.materials[0].shader);
- CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.materials[0].shader);
- CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.materials[0].shader);
-
- SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
-
- 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); // Update camera
-
- // Send to material PBR shader camera view position
- float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
- SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawModel(model, Vector3Zero(), 1.0f, WHITE);
-
- DrawGrid(10, 1.0f);
-
- EndMode3D();
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
-
- // Shaders and textures must be unloaded by user,
- // they could be in use by other models
- UnloadTexture(model.materials[0].maps[MAP_ALBEDO].texture);
- UnloadTexture(model.materials[0].maps[MAP_NORMAL].texture);
- UnloadTexture(model.materials[0].maps[MAP_METALNESS].texture);
- UnloadTexture(model.materials[0].maps[MAP_ROUGHNESS].texture);
- UnloadTexture(model.materials[0].maps[MAP_OCCLUSION].texture);
- UnloadTexture(model.materials[0].maps[MAP_IRRADIANCE].texture);
- UnloadTexture(model.materials[0].maps[MAP_PREFILTER].texture);
- UnloadTexture(model.materials[0].maps[MAP_BRDF].texture);
- UnloadShader(model.materials[0].shader);
-
- UnloadModel(model); // Unload model
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
-
- // Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
- // NOTE: PBR shader is loaded inside this function
- static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
- {
- Material mat = LoadMaterialDefault(); // Initialize material to default
-
- #if defined(PLATFORM_DESKTOP)
- mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
- #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
- mat.shader = LoadShader("resources/shaders/glsl100/pbr.vs", "resources/shaders/glsl100/pbr.fs");
- #endif
-
- // Get required locations points for PBR material
- // NOTE: Those location names must be available and used in the shader code
- mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
- mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
- mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
- mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
- mat.shader.locs[LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
- //mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
- //mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
- mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
- mat.shader.locs[LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
- mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
-
- // Set view matrix location
- mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
- //mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
- mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
-
- // Set PBR standard maps
- mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
- mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
- mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
- mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
- mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
-
- // Load equirectangular to cubemap shader
- #if defined(PLATFORM_DESKTOP)
- Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
- #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
- Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
- #endif
-
- // Load irradiance (GI) calculation shader
- #if defined(PLATFORM_DESKTOP)
- Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs");
- #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
- Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
- #endif
-
- // Load reflection prefilter calculation shader
- #if defined(PLATFORM_DESKTOP)
- Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs");
- #else
- Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
- #endif
-
- // Load bidirectional reflectance distribution function shader
- #if defined(PLATFORM_DESKTOP)
- Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs");
- #else
- Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
- #endif
-
- // Setup required shader locations
- SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
- SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
- SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
-
- Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
- Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
- mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
- mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
- mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
- UnloadTexture(cubemap);
- UnloadTexture(texHDR);
-
- // Unload already used shaders (to create specific textures)
- UnloadShader(shdrCubemap);
- UnloadShader(shdrIrradiance);
- UnloadShader(shdrPrefilter);
- UnloadShader(shdrBRDF);
-
- // Set textures filtering for better quality
- SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
-
- // Enable sample usage in shader for assigned textures
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
-
- int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
- SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT);
-
- // Set up material properties color
- mat.maps[MAP_ALBEDO].color = albedo;
- mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
- mat.maps[MAP_METALNESS].value = metalness;
- mat.maps[MAP_ROUGHNESS].value = roughness;
- mat.maps[MAP_OCCLUSION].value = 1.0f;
- mat.maps[MAP_EMISSION].value = 0.5f;
- mat.maps[MAP_HEIGHT].value = 0.5f;
-
- return mat;
- }
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