/******************************************************************************************* * * raylib [core] example - Model Defuse Normal Shader (adapted for HTML5 platform) * * This example is prepared to compile for PLATFORM_WEB and PLATFORM_DESKTOP * As you will notice, code structure is slightly different to the other examples... * To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning * * This example has been created using raylib 5.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad) 2015 Ramon Santamaria (@raysan5) * Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/). ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_WEB) #include #endif #define RPBR_IMPLEMENTATION #include "rpbr.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 120 #endif //---------------------------------------------------------------------------------- // Main Entry Point //---------------------------------------------------------------------------------- int main() { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // 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.projection = CAMERA_PERSPECTIVE; // Camera projection type Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs",GLSL_VERSION), TextFormat("resources/shaders/glsl%i/pbr.fs",GLSL_VERSION)); PBRModel model = PBRModelLoad("resources/models/old_car_new.glb"); //if we use obj file formator if model doesn't have tangents we have to calculate MeshTangents //by using raylib function GenMeshTangents(mesh) for example: obj file doesn't support tangents //GenMeshTangents(&model.model.meshes[0]); PBRMaterial model_mat = (PBRMaterial){0}; PBRMaterialSetup(&model_mat, shader, NULL); //environment = NULL for now PBRLoadTextures(&model_mat, PBR_TEXTURE_ALBEDO, "resources/old_car_d.png"); PBRLoadTextures(&model_mat, PBR_TEXTURE_MRA, "resources/old_car_mra.png"); PBRLoadTextures(&model_mat, PBR_TEXTURE_NORMAL, "resources/old_car_n.png"); PBRLoadTextures(&model_mat, PBR_TEXTURE_EMISSIVE, "resources/old_car_e.png"); PBRSetColor(&model_mat,PBR_COLOR_EMISSIVE, (Color){255,162,0,255}); PBRSetVec2(&model_mat, PBR_VEC2_TILING,(Vector2){0.5,0.5}); PBRSetMaterial(&model,&model_mat,0); PBRModel floor = PBRModelLoad("resources/models/plane.glb"); PBRMaterial floor_mat = (PBRMaterial){0}; PBRMaterialSetup(&floor_mat, shader, NULL); PBRLoadTextures(&floor_mat, PBR_TEXTURE_ALBEDO, "resources/road_a.png"); PBRLoadTextures(&floor_mat, PBR_TEXTURE_MRA, "resources/road_mra.png"); PBRLoadTextures(&floor_mat, PBR_TEXTURE_NORMAL, "resources/road_n.png"); PBRSetVec2(&floor_mat, PBR_VEC2_TILING,(Vector2){0.5,0.5}); PBRSetMaterial(&floor,&floor_mat,0); shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); int numOfLightsLoc = GetShaderLocation(shader, "numOfLights"); int numOfLights = 4; SetShaderValue(shader, numOfLightsLoc, &numOfLights, SHADER_UNIFORM_INT); Color ambCol = (Color){26,32,135,255}; float ambIntens = 0.02; int albedoLoc = GetShaderLocation(shader, "albedo"); PBRSetAmbient(shader,ambCol,ambIntens); // Create lights PBRLight lights[MAX_LIGHTS] = { 0 }; lights[0] = PBRLightCreate(LIGHT_POINT, (Vector3){ -1, 1, -2 }, (Vector3){0,0,0}, YELLOW,4, shader); lights[1] = PBRLightCreate(LIGHT_POINT, (Vector3){ 2, 1, 1 }, (Vector3){0,0,0}, GREEN,3.3, shader); lights[2] = PBRLightCreate(LIGHT_POINT, (Vector3){ -2, 1, 1 }, (Vector3){0,0,0}, RED,8.3, shader); lights[3] = PBRLightCreate(LIGHT_POINT, (Vector3){ 1, 1, -2 }, (Vector3){0,0,0}, BLUE,2, shader); SetShaderValueV(shader, GetShaderLocation(shader, "lights"), lights, SHADER_UNIFORM_FLOAT, numOfLights); SetTargetFPS(60); // Set our game to run at 60 frames-per-second------------------------------------------------------------- int emissiveCnt = 0; // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera, CAMERA_ORBITAL); // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }) float cameraPos[3] = {camera.position.x, camera.position.y, camera.position.z}; SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); // Check key inputs to enable/disable lights if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; } if (IsKeyPressed(KEY_G)) { lights[1].enabled = !lights[1].enabled; } if (IsKeyPressed(KEY_R)) { lights[2].enabled = !lights[2].enabled; } if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; } // Update light values (actually, only enable/disable them) for (int i = 0; i < MAX_LIGHTS; i++) PBRLightUpdate(shader, lights[i]); emissiveCnt--; if(emissiveCnt<=0){ emissiveCnt = GetRandomValue(0,20); PBRSetFloat(&model_mat,PBR_PARAM_EMISSIVE,(float)GetRandomValue(0,100)/100); } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(BLACK); BeginMode3D(camera); PBRDrawModel(floor, (Vector3){0,0,0}, 5.0f); PBRDrawModel(model, (Vector3) {0, 0.0, 0}, 0.005); // Draw spheres to show where the lights are for (int i = 0; i < MAX_LIGHTS; i++) { Color col = (Color) {lights[i].color[0] * 255, lights[i].color[1] * 255, lights[i].color[2] * 255, lights[i].color[3] * 255}; if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, col); else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(col, 0.3f)); } EndMode3D(); DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, GRAY); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } //-------------------------------------------------------------------------------------- // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(floor.model); // Unload model UnloadModel(model.model); // Unload model UnloadShader(shader); // Unload Shader UnloadPBRMaterial(floor_mat); // Unload PBRMaterial UnloadPBRMaterial(model_mat); // Unload PBRMaterial CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }