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@ -111,8 +111,8 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) |
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mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler"); |
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mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler"); |
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mat.shader.locs[LOC_MAP_OCCUSION] = GetShaderLocation(mat.shader, "occlusion.sampler"); |
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mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler"); |
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mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler"); |
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o">//mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler"); |
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o">//mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler"); |
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mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap"); |
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mat.shader.locs[LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap"); |
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mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT"); |
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@ -122,19 +122,18 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) |
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mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view"); |
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mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos"); |
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// Set PBR standard maps |
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SetMaterialTexture(&mat, MAP_ALBEDO, LoadTexture("resources/pbr/trooper_albedo.png")); |
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SetMaterialTexture(&mat, MAP_NORMAL, LoadTexture("resources/pbr/trooper_normals.png")); |
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SetMaterialTexture(&mat, MAP_METALNESS, LoadTexture("resources/pbr/trooper_metalness.png")); |
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SetMaterialTexture(&mat, MAP_ROUGHNESS, LoadTexture("resources/pbr/trooper_roughness.png")); |
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SetMaterialTexture(&mat, MAP_OCCLUSION, LoadTexture("resources/pbr/trooper_ao.png")); |
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// Set PBR standard maps |
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mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png"); |
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mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png"); |
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mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png"); |
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mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png"); |
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mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png"); |
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// Set environment maps |
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#define PATH_CUBEMAP_VS "resources/shaders/cubemap.vs" // Path to equirectangular to cubemap vertex shader |
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#define PATH_CUBEMAP_FS "resources/shaders/cubemap.fs" // Path to equirectangular to cubemap fragment shader |
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#define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader |
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#define PATH_IRRADIANCE_FS "resources/shaders/irradiance.fs" // Path to irradiance (GI) calculation fragment shader |
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#define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader |
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#define PATH_PREFILTER_FS "resources/shaders/prefilter.fs" // Path to reflection prefilter calculation fragment shader |
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#define PATH_BRDF_VS "resources/shaders/brdf.vs" // Path to bidirectional reflectance distribution function vertex shader |
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#define PATH_BRDF_FS "resources/shaders/brdf.fs" // Path to bidirectional reflectance distribution function fragment shader |
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@ -146,9 +145,9 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) |
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Texture2D texHDR = LoadTexture("resources/pinetree.hdr"); |
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Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE); |
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SetMaterialTexture(&mat, MAP_IRRADIANCE, GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE)); |
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SetMaterialTexture(&mat, MAP_PREFILTER, GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE)); |
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SetMaterialTexture(&mat, MAP_BRDF, GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE)); |
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mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); |
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mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); |
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mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE); |
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UnloadTexture(cubemap); |
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UnloadTexture(texHDR); |
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@ -164,6 +163,13 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) |
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SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR); |
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SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR); |
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// Enable sample usage in shader for assigned textures |
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, 1); |
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, 1); |
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, 1); |
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, 1); |
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SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, 1); |
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int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); |
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SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1); |
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@ -177,4 +183,4 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) |
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mat.maps[MAP_HEIGHT].value = 0.5f; |
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return mat; |
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} |
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} |