/******************************************************************************************* * * 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 <emscripten/emscripten.h> #endif #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 120 #endif #include <stdlib.h> // Required for: NULL #define MAX_LIGHTS 4 // Max dynamic lights supported by shader int lightsCount; // Current number of dynamic lights that have been created typedef struct { int enabled; int type; Vector3 position; Vector3 target; float color[4]; float intensity; int enabledLoc; int typeLoc; int positionLoc; int targetLoc; int colorLoc; int intensityLoc; } PBRLight; typedef enum { LIGHT_DIRECTIONAL = 0, LIGHT_POINT, LIGHT_SPOT } PBRLightType; // Create a light and get shader locations PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader); // Send light properties to shader // NOTE: Light shader locations should be available void PBRLightUpdate(Shader shader, PBRLight light); //---------------------------------------------------------------------------------- // 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)); shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(shader, "albedoMap"); // In reality, metalness, roughness, and ambient occlusion are all packed into the MRA texture // We'll pass it in as the metalness map shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap"); shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap"); // Similarly to the MRA map, the emissive map packs different information into a single texture // This map stores both height and emission in reality shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap"); shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor"); 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 }; Vector3 ambColNormalized = (Vector3){ ambCol.r / 255.0f, ambCol.g / 255.0f, ambCol.b / 255.0f }; float ambIntens = 0.02; int albedoLoc = GetShaderLocation(shader, "albedo"); int ambColLoc = GetShaderLocation(shader, "ambientColor"); int ambLoc = GetShaderLocation(shader, "ambient"); SetShaderValue(shader, ambColLoc, &ambColNormalized, SHADER_UNIFORM_VEC3); SetShaderValue(shader, ambLoc, &ambIntens, SHADER_UNIFORM_FLOAT); int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower"); int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor"); int textureTilingLoc = GetShaderLocation(shader, "tiling"); Model model = LoadModel("resources/models/old_car_new.glb"); // If the OBJ file format is used, we will have to generate tangents manually: // GenMeshTangents(&model.meshes[0]); model.materials[0].shader = shader; model.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE; model.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f; model.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f; model.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; model.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 }; model.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png"); model.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png"); model.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png"); model.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png"); // We store tiling parameters in the generic parameter slots in the Material class Vector2 modelTiling = (Vector2){ 0.5f, 0.5f }; Model floor = LoadModel("resources/models/plane.glb"); floor.materials[0].shader = shader; floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE; floor.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f; floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f; floor.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; floor.materials[0].maps[MATERIAL_MAP_EMISSION].color = BLACK; floor.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/road_a.png"); floor.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/road_mra.png"); floor.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/road_n.png"); Vector2 floorTiling = (Vector2){ 0.5f, 0.5f }; // 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); // The textures are always used int one = 1; SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &one, SHADER_UNIFORM_INT); SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &one, SHADER_UNIFORM_INT); SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &one, SHADER_UNIFORM_INT); SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &one, SHADER_UNIFORM_INT); 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]); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(BLACK); BeginMode3D(camera); SetShaderValue(shader, textureTilingLoc, &floorTiling, SHADER_UNIFORM_VEC2); Vector4 floorEmission = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color); SetShaderValue(shader, emissiveColorLoc, &floorEmission, SHADER_UNIFORM_VEC4); DrawModel(floor, (Vector3){0,0,0}, 5.0f, WHITE); emissiveCnt--; if (emissiveCnt <= 0) { emissiveCnt = GetRandomValue(0, 20); float intensity = (float)GetRandomValue(0, 100) / 100; SetShaderValue(shader, emissiveIntensityLoc, &intensity, SHADER_UNIFORM_FLOAT); } SetShaderValue(shader, textureTilingLoc, &modelTiling, SHADER_UNIFORM_VEC2); Vector4 modelEmission = ColorNormalize(model.materials[0].maps[MATERIAL_MAP_EMISSION].color); SetShaderValue(shader, emissiveColorLoc, &modelEmission, SHADER_UNIFORM_VEC4); DrawModel(model, (Vector3) {0, 0.0, 0}, 0.005, WHITE); // 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, LIGHTGRAY); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } //-------------------------------------------------------------------------------------- // De-Initialization //-------------------------------------------------------------------------------------- model.materials[0].shader = (Shader){ 0 }; floor.materials[0].shader = (Shader){ 0 }; UnloadMaterial(model.materials[0]); UnloadMaterial(floor.materials[0]); model.materials[0].maps = NULL; floor.materials[0].maps = NULL; UnloadModel(floor); // Unload model UnloadModel(model); // Unload model UnloadShader(shader); // Unload Shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader) { PBRLight light = { 0 }; if (lightsCount < MAX_LIGHTS) { light.enabled = 1; light.type = type; light.position = position; light.target = target; light.color[0] = (float)color.r / (float)255; light.color[1] = (float)color.g / (float)255; light.color[2] = (float)color.b / (float)255; light.color[3] = (float)color.a / (float)255; light.intensity = intensity; // NOTE: Lighting shader naming must be the provided ones light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount)); light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount)); light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount)); light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount)); light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount)); light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightsCount)); PBRLightUpdate(shader, light); lightsCount++; } return light; } // Send light properties to shader // NOTE: Light shader locations should be available void PBRLightUpdate(Shader shader, PBRLight light) { SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT); SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT); // Send to shader light position values float position[3] = { light.position.x, light.position.y, light.position.z }; SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3); // Send to shader light target position values float target[3] = { light.target.x, light.target.y, light.target.z }; SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3); SetShaderValue(shader, light.colorLoc, light.color, SHADER_UNIFORM_VEC4); SetShaderValue(shader, light.intensityLoc, &light.intensity, SHADER_UNIFORM_FLOAT); }