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/******************************************************************************************* |
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* |
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* raylib [models] example - PBR material |
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* |
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* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330 |
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* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment. |
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* |
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* This example has been created using raylib 1.8 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Copyright (c) 2017 Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include "raymath.h" |
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#include "rlgl.h" |
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#include <stdio.h> |
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#define RLIGHTS_IMPLEMENTATION |
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#include "rlights.h" |
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#if defined(PLATFORM_DESKTOP) |
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#define GLSL_VERSION 330 |
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB |
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#define GLSL_VERSION 100 |
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#endif |
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#define CUBEMAP_SIZE 1024 // Cubemap texture size |
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#define IRRADIANCE_SIZE 32 // Irradiance texture size |
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#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size |
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#define BRDF_SIZE 512 // BRDF LUT texture size |
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#define LIGHT_DISTANCE 1000.0f |
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#define LIGHT_HEIGHT 1.0f |
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// PBR texture maps generation |
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture |
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static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture |
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static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture |
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static Texture2D GenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture |
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// PBR material loading |
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static Material LoadMaterialPBR(Color albedo, float metalness, float roughness); |
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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) |
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InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material"); |
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// Define the camera to look into our 3d world |
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Camera camera = { 0 }; |
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camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position |
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camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point |
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) |
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camera.fovy = 45.0f; // Camera field-of-view Y |
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type |
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// Load model and PBR material |
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Model model = LoadModel("resources/pbr/trooper.obj"); |
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// Mesh tangents are generated... and uploaded to GPU |
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// NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO |
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//MeshTangents(&model.meshes[0]); |
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model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f); |
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// Create lights |
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// NOTE: Lights are added to an internal lights pool automatically |
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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); |
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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); |
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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); |
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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); |
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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UpdateCamera(&camera); // Update camera |
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// Send to material PBR shader camera view position |
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; |
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SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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BeginMode3D(camera); |
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DrawModel(model, Vector3Zero(), 1.0f, WHITE); |
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DrawGrid(10, 1.0f); |
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EndMode3D(); |
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DrawFPS(10, 10); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadMaterial(model.materials[0]); // Unload material: shader and textures |
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UnloadModel(model); // Unload model |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |
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// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps) |
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// NOTE: PBR shader is loaded inside this function |
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static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) |
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{ |
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Material mat = LoadMaterialDefault(); // Initialize material to default |
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// Load PBR shader (requires several maps) |
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mat.shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION), |
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TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION)); |
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// Get required locations points for PBR material |
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// NOTE: Those location names must be available and used in the shader code |
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mat.shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler"); |
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mat.shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler"); |
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mat.shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler"); |
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mat.shader.locs[SHADER_LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler"); |
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mat.shader.locs[SHADER_LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler"); |
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//mat.shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler"); |
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//mat.shader.locs[SHADER_LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler"); |
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mat.shader.locs[SHADER_LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap"); |
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mat.shader.locs[SHADER_LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap"); |
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mat.shader.locs[SHADER_LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT"); |
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// Set view matrix location |
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mat.shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel"); |
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//mat.shader.locs[SHADER_LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view"); |
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mat.shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos"); |
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// Set PBR standard maps |
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mat.maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png"); |
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mat.maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png"); |
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mat.maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png"); |
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mat.maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png"); |
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mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png"); |
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// Set textures filtering for better quality |
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SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, TEXTURE_FILTER_BILINEAR); |
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SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, TEXTURE_FILTER_BILINEAR); |
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SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, TEXTURE_FILTER_BILINEAR); |
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SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, TEXTURE_FILTER_BILINEAR); |
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SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, TEXTURE_FILTER_BILINEAR); |
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// Enable sample usage in shader for assigned textures |
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); |
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); |
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); |
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); |
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); |
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int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); |
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SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, SHADER_UNIFORM_INT); |
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// Set up material properties color |
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mat.maps[MATERIAL_MAP_ALBEDO].color = albedo; |
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mat.maps[MATERIAL_MAP_NORMAL].color = (Color){ 128, 128, 255, 255 }; |
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mat.maps[MATERIAL_MAP_METALNESS].value = metalness; |
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mat.maps[MATERIAL_MAP_ROUGHNESS].value = roughness; |
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mat.maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; |
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mat.maps[MATERIAL_MAP_EMISSION].value = 0.5f; |
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mat.maps[MATERIAL_MAP_HEIGHT].value = 0.5f; |
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// Generate cubemap from panorama texture |
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//-------------------------------------------------------------------------------------------------------- |
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Texture2D panorama = LoadTexture("resources/dresden_square_2k.hdr"); |
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// Load equirectangular to cubemap shader |
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Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION), |
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TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION)); |
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); |
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TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32); |
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UnloadTexture(panorama); |
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UnloadShader(shdrCubemap); |
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//-------------------------------------------------------------------------------------------------------- |
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// Generate irradiance map from cubemap texture |
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//-------------------------------------------------------------------------------------------------------- |
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// Load irradiance (GI) calculation shader |
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Shader shdrIrradiance = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION), |
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TextFormat("resources/shaders/glsl%i/irradiance.fs", GLSL_VERSION)); |
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SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); |
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mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); |
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UnloadShader(shdrIrradiance); |
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//-------------------------------------------------------------------------------------------------------- |
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// Generate prefilter map from cubemap texture |
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//-------------------------------------------------------------------------------------------------------- |
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// Load reflection prefilter calculation shader |
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Shader shdrPrefilter = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION), |
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TextFormat("resources/shaders/glsl%i/prefilter.fs", GLSL_VERSION)); |
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SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); |
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mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); |
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UnloadTexture(cubemap); |
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UnloadShader(shdrPrefilter); |
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//-------------------------------------------------------------------------------------------------------- |
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// Generate BRDF (bidirectional reflectance distribution function) texture (using shader) |
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//-------------------------------------------------------------------------------------------------------- |
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Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION), |
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TextFormat("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION)); |
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mat.maps[MATERIAL_MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE); |
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UnloadShader(shdrBRDF); |
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//-------------------------------------------------------------------------------------------------------- |
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return mat; |
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} |
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// Texture maps generation (PBR) |
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//------------------------------------------------------------------------------------------- |
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// Generate cubemap texture from HDR texture |
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format) |
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{ |
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TextureCubemap cubemap = { 0 }; |
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rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube |
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// STEP 1: Setup framebuffer |
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//------------------------------------------------------------------------------------------ |
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unsigned int rbo = rlLoadTextureDepth(size, size, true); |
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cubemap.id = rlLoadTextureCubemap(NULL, size, format); |
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unsigned int fbo = rlLoadFramebuffer(size, size); |
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rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0); |
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0); |
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// Check if framebuffer is complete with attachments (valid) |
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if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo); |
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//------------------------------------------------------------------------------------------ |
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// STEP 2: Draw to framebuffer |
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//------------------------------------------------------------------------------------------ |
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// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces) |
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rlEnableShader(shader.id); |
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// Define projection matrix and send it to shader |
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Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); |
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rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection); |
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// Define view matrix for every side of the cubemap |
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Matrix fboViews[6] = { |
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), |
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), |
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) |
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}; |
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rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions |
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// Activate and enable texture for drawing to cubemap faces |
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rlActiveTextureSlot(0); |
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rlEnableTexture(panorama.id); |
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for (int i = 0; i < 6; i++) |
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{ |
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// Set the view matrix for the current cube face |
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rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]); |
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// Select the current cubemap face attachment for the fbo |
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// WARNING: This function by default enables->attach->disables fbo!!! |
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0); |
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rlEnableFramebuffer(fbo); |
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// Load and draw a cube, it uses the current enabled texture |
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rlClearScreenBuffers(); |
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rlLoadDrawCube(); |
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// ALTERNATIVE: Try to use internal batch system to draw the cube instead of rlLoadDrawCube |
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// for some reason this method does not work, maybe due to cube triangles definition? normals pointing out? |
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// TODO: Investigate this issue... |
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//rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system! |
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//rlClearScreenBuffers(); |
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//DrawCubeV(Vector3Zero(), Vector3One(), WHITE); |
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//rlDrawRenderBatchActive(); |
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} |
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//------------------------------------------------------------------------------------------ |
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// STEP 3: Unload framebuffer and reset state |
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//------------------------------------------------------------------------------------------ |
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rlDisableShader(); // Unbind shader |
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rlDisableTexture(); // Unbind texture |
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rlDisableFramebuffer(); // Unbind framebuffer |
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rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) |
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// Reset viewport dimensions to default |
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rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); |
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rlEnableBackfaceCulling(); |
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//------------------------------------------------------------------------------------------ |
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cubemap.width = size; |
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cubemap.height = size; |
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cubemap.mipmaps = 1; |
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cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32; |
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return cubemap; |
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} |
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// Generate irradiance texture using cubemap data |
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static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size) |
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{ |
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TextureCubemap irradiance = { 0 }; |
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rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube |
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// STEP 1: Setup framebuffer |
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//------------------------------------------------------------------------------------------ |
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unsigned int rbo = rlLoadTextureDepth(size, size, true); |
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irradiance.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32); |
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unsigned int fbo = rlLoadFramebuffer(size, size); |
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rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0); |
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0); |
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//------------------------------------------------------------------------------------------ |
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// STEP 2: Draw to framebuffer |
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//------------------------------------------------------------------------------------------ |
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// NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap |
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rlEnableShader(shader.id); |
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// Define projection matrix and send it to shader |
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Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); |
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rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection); |
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// Define view matrix for every side of the cubemap |
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Matrix fboViews[6] = { |
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), |
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), |
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) |
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}; |
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rlActiveTextureSlot(0); |
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rlEnableTextureCubemap(cubemap.id); |
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rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions |
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for (int i = 0; i < 6; i++) |
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{ |
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rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]); |
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rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0); |
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rlEnableFramebuffer(fbo); |
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rlClearScreenBuffers(); |
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rlLoadDrawCube(); |
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} |
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|
//------------------------------------------------------------------------------------------ |
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|
// STEP 3: Unload framebuffer and reset state |
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|
//------------------------------------------------------------------------------------------ |
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rlDisableShader(); // Unbind shader |
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rlDisableTexture(); // Unbind texture |
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rlDisableFramebuffer(); // Unbind framebuffer |
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rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) |
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|
// Reset viewport dimensions to default |
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|
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); |
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|
rlEnableBackfaceCulling(); |
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|
//------------------------------------------------------------------------------------------ |
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|
irradiance.width = size; |
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|
irradiance.height = size; |
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|
irradiance.mipmaps = 1; |
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|
irradiance.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32; |
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|
return irradiance; |
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|
} |
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// Generate prefilter texture using cubemap data |
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|
static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size) |
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|
|
{ |
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|
TextureCubemap prefilter = { 0 }; |
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|
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube |
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|
// STEP 1: Setup framebuffer |
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|
//------------------------------------------------------------------------------------------ |
|
|
|
unsigned int rbo = rlLoadTextureDepth(size, size, true); |
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|
|
prefilter.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32); |
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|
rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_MIP_LINEAR); |
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|
unsigned int fbo = rlLoadFramebuffer(size, size); |
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|
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0); |
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|
|
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0); |
|
|
|
//------------------------------------------------------------------------------------------ |
|
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|
|
|
|
// Generate mipmaps for the prefiltered HDR texture |
|
|
|
//glGenerateMipmap(GL_TEXTURE_CUBE_MAP); // TODO! |
|
|
|
|
|
|
|
// STEP 2: Draw to framebuffer |
|
|
|
//------------------------------------------------------------------------------------------ |
|
|
|
// NOTE: Shader is used to prefilter HDR and store data into mipmap levels |
|
|
|
|
|
|
|
// Define projection matrix and send it to shader |
|
|
|
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); |
|
|
|
rlEnableShader(shader.id); |
|
|
|
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection); |
|
|
|
|
|
|
|
// Define view matrix for every side of the cubemap |
|
|
|
Matrix fboViews[6] = { |
|
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
|
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
|
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), |
|
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), |
|
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
|
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) |
|
|
|
}; |
|
|
|
|
|
|
|
rlActiveTextureSlot(0); |
|
|
|
rlEnableTextureCubemap(cubemap.id); |
|
|
|
|
|
|
|
// TODO: Locations should be taken out of this function... too shader dependant... |
|
|
|
int roughnessLoc = rlGetLocationUniform(shader.id, "roughness"); |
|
|
|
|
|
|
|
rlEnableFramebuffer(fbo); |
|
|
|
|
|
|
|
#define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps |
|
|
|
|
|
|
|
for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++) |
|
|
|
{ |
|
|
|
// Resize framebuffer according to mip-level size. |
|
|
|
unsigned int mipWidth = size*(int)powf(0.5f, (float)mip); |
|
|
|
unsigned int mipHeight = size*(int)powf(0.5f, (float)mip); |
|
|
|
|
|
|
|
rlViewport(0, 0, mipWidth, mipHeight); |
|
|
|
|
|
|
|
//glBindRenderbuffer(GL_RENDERBUFFER, rbo); |
|
|
|
//glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight); |
|
|
|
|
|
|
|
float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1); |
|
|
|
rlSetUniform(roughnessLoc, &roughness, SHADER_UNIFORM_FLOAT, 1); |
|
|
|
|
|
|
|
for (int i = 0; i < 6; i++) |
|
|
|
{ |
|
|
|
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]); |
|
|
|
rlFramebufferAttach(fbo, prefilter.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, mip); |
|
|
|
|
|
|
|
rlClearScreenBuffers(); |
|
|
|
rlLoadDrawCube(); |
|
|
|
} |
|
|
|
} |
|
|
|
//------------------------------------------------------------------------------------------ |
|
|
|
|
|
|
|
// STEP 3: Unload framebuffer and reset state |
|
|
|
//------------------------------------------------------------------------------------------ |
|
|
|
rlDisableShader(); // Unbind shader |
|
|
|
rlDisableTexture(); // Unbind texture |
|
|
|
rlDisableFramebuffer(); // Unbind framebuffer |
|
|
|
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) |
|
|
|
|
|
|
|
// Reset viewport dimensions to default |
|
|
|
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); |
|
|
|
rlEnableBackfaceCulling(); |
|
|
|
//------------------------------------------------------------------------------------------ |
|
|
|
|
|
|
|
prefilter.width = size; |
|
|
|
prefilter.height = size; |
|
|
|
prefilter.mipmaps = MAX_MIPMAP_LEVELS; |
|
|
|
prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32; |
|
|
|
|
|
|
|
return prefilter; |
|
|
|
} |
|
|
|
|
|
|
|
// Generate BRDF texture using cubemap data |
|
|
|
// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator |
|
|
|
static Texture2D GenTextureBRDF(Shader shader, int size) |
|
|
|
{ |
|
|
|
Texture2D brdf = { 0 }; |
|
|
|
|
|
|
|
// STEP 1: Setup framebuffer |
|
|
|
//------------------------------------------------------------------------------------------ |
|
|
|
unsigned int rbo = rlLoadTextureDepth(size, size, true); |
|
|
|
brdf.id = rlLoadTexture(NULL, size, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1); |
|
|
|
|
|
|
|
unsigned int fbo = rlLoadFramebuffer(size, size); |
|
|
|
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0); |
|
|
|
rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0); |
|
|
|
//------------------------------------------------------------------------------------------ |
|
|
|
|
|
|
|
// STEP 2: Draw to framebuffer |
|
|
|
//------------------------------------------------------------------------------------------ |
|
|
|
// NOTE: Render BRDF LUT into a quad using FBO |
|
|
|
rlEnableShader(shader.id); |
|
|
|
|
|
|
|
rlViewport(0, 0, size, size); |
|
|
|
|
|
|
|
rlEnableFramebuffer(fbo); |
|
|
|
rlClearScreenBuffers(); |
|
|
|
|
|
|
|
rlLoadDrawQuad(); |
|
|
|
//------------------------------------------------------------------------------------------ |
|
|
|
|
|
|
|
// STEP 3: Unload framebuffer and reset state |
|
|
|
//------------------------------------------------------------------------------------------ |
|
|
|
rlDisableShader(); // Unbind shader |
|
|
|
rlDisableTexture(); // Unbind texture |
|
|
|
rlDisableFramebuffer(); // Unbind framebuffer |
|
|
|
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) |
|
|
|
|
|
|
|
// Reset viewport dimensions to default |
|
|
|
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); |
|
|
|
//------------------------------------------------------------------------------------------ |
|
|
|
|
|
|
|
brdf.width = size; |
|
|
|
brdf.height = size; |
|
|
|
brdf.mipmaps = 1; |
|
|
|
brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32; |
|
|
|
|
|
|
|
return brdf; |
|
|
|
} |