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@ -20,7 +20,7 @@ |
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#define RLIGHTS_IMPLEMENTATION |
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#include "rlights.h" |
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#define CUBEMAP_SIZE 512 // Cubemap texture size |
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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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@ -51,7 +51,7 @@ int main(void) |
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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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o">//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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@ -117,6 +117,7 @@ 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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#if defined(PLATFORM_DESKTOP) |
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mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs"); |
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB |
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@ -148,78 +149,84 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) |
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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 textures filtering for better quality |
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SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR); |
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SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR); |
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SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR); |
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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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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT); |
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT); |
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); |
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); |
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT); |
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int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); |
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SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT); |
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// Set up material properties color |
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mat.maps[MAP_ALBEDO].color = albedo; |
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mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 }; |
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mat.maps[MAP_METALNESS].value = metalness; |
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mat.maps[MAP_ROUGHNESS].value = roughness; |
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mat.maps[MAP_OCCLUSION].value = 1.0f; |
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mat.maps[MAP_EMISSION].value = 0.5f; |
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mat.maps[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.hdr"); |
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// Load equirectangular to cubemap shader |
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#if defined(PLATFORM_DESKTOP) |
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Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs"); |
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB |
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Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs"); |
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#endif |
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); |
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TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, 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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#if defined(PLATFORM_DESKTOP) |
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Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs"); |
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB |
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Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs"); |
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#endif |
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SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); |
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mat.maps[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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#if defined(PLATFORM_DESKTOP) |
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Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs"); |
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#else |
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Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs"); |
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#endif |
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// Load bidirectional reflectance distribution function shader |
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SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); |
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mat.maps[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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#if defined(PLATFORM_DESKTOP) |
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Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs"); |
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#else |
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Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs"); |
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#endif |
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// Setup required shader locations |
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); |
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SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); |
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SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); |
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Texture2D texHDR = LoadTexture("resources/dresden_square.hdr"); |
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Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_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, BRDF_SIZE); |
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UnloadTexture(cubemap); |
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UnloadTexture(texHDR); |
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// Unload already used shaders (to create specific textures) |
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UnloadShader(shdrCubemap); |
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UnloadShader(shdrIrradiance); |
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UnloadShader(shdrPrefilter); |
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UnloadShader(shdrBRDF); |
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// Set textures filtering for better quality |
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SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR); |
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SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR); |
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SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR); |
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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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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT); |
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT); |
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); |
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); |
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT); |
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int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); |
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SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT); |
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// Set up material properties color |
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mat.maps[MAP_ALBEDO].color = albedo; |
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mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 }; |
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mat.maps[MAP_METALNESS].value = metalness; |
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mat.maps[MAP_ROUGHNESS].value = roughness; |
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mat.maps[MAP_OCCLUSION].value = 1.0f; |
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mat.maps[MAP_EMISSION].value = 0.5f; |
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mat.maps[MAP_HEIGHT].value = 0.5f; |
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//-------------------------------------------------------------------------------------------------------- |
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return mat; |
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} |