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REVIEW: example: models_cubicmap_pbr #1384

It does not work properly yet but it compiles correctly
pull/1394/head
raysan5 4 jaren geleden
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bd512764ff
1 gewijzigde bestanden met toevoegingen van 56 en 49 verwijderingen
  1. +56
    -49
      examples/models/models_material_pbr.c

+ 56
- 49
examples/models/models_material_pbr.c Bestand weergeven

@ -20,7 +20,7 @@
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
#define CUBEMAP_SIZE 512 // Cubemap texture size
#define CUBEMAP_SIZE 1024 // 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
@ -51,7 +51,7 @@ int main(void)
// 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]);
o">//MeshTangents(&model.meshes[0]);
model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
@ -117,6 +117,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
{
Material mat = LoadMaterialDefault(); // Initialize material to default
// Load PBR shader (requires several maps)
#if defined(PLATFORM_DESKTOP)
mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
@ -148,78 +149,84 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
// 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;
// Generate cubemap from panorama texture
//--------------------------------------------------------------------------------------------------------
Texture2D panorama = LoadTexture("resources/dresden_square.hdr");
// 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
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, UNCOMPRESSED_R32G32B32);
UnloadTexture(panorama);
UnloadShader(shdrCubemap);
//--------------------------------------------------------------------------------------------------------
// Generate irradiance map from cubemap texture
//--------------------------------------------------------------------------------------------------------
// 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
SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
UnloadShader(shdrIrradiance);
//--------------------------------------------------------------------------------------------------------
// Generate prefilter map from cubemap texture
//--------------------------------------------------------------------------------------------------------
// 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
SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
UnloadTexture(cubemap);
UnloadShader(shdrPrefilter);
//--------------------------------------------------------------------------------------------------------
// Generate BRDF (bidirectional reflectance distribution function) texture (using 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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