/******************************************************************************************* * * raylib [shaders] example - Basic PBR * * Example originally created with raylib 5.0, last time updated with raylib 5.1-dev * * Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad) * * Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox, * licensed under Creative Commons Attribution-NonCommercial * (http://creativecommons.org/licenses/by-nc/4.0/) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 120 #endif #include // Required for: NULL #define MAX_LIGHTS 4 // Max dynamic lights supported by shader //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // Light type typedef enum { LIGHT_DIRECTIONAL = 0, LIGHT_POINT, LIGHT_SPOT } LightType; // Light data typedef struct { int type; int enabled; Vector3 position; Vector3 target; float color[4]; float intensity; // Shader light parameters locations int typeLoc; int enabledLoc; int positionLoc; int targetLoc; int colorLoc; int intensityLoc; } Light; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- static int lightCount = 0; // Current number of dynamic lights that have been created //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- // Create a light and get shader locations static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader); // Update light properties on shader // NOTE: Light shader locations should be available static void UpdateLight(Shader shader, Light 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 // Load PBR shader and setup all required locations 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"); // WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture // They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience, // shader already takes care of it accordingly shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap"); shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap"); // WARNING: Similar to the MRA map, the emissive map packs different information // into a single texture: it stores height and emission data // It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap"); shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor"); // Setup additional required shader locations, including lights data shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); int lightCountLoc = GetShaderLocation(shader, "numOfLights"); int maxLightCount = MAX_LIGHTS; SetShaderValue(shader, lightCountLoc, &maxLightCount, SHADER_UNIFORM_INT); // Setup ambient color and intensity parameters float ambientIntensity = 0.02f; Color ambientColor = (Color){ 26, 32, 135, 255 }; Vector3 ambientColorNormalized = (Vector3){ ambientColor.r/255.0f, ambientColor.g/255.0f, ambientColor.b/255.0f }; SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), &ambientColorNormalized, SHADER_UNIFORM_VEC3); SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, SHADER_UNIFORM_FLOAT); // Get location for shader parameters that can be modified in real time int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower"); int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor"); int textureTilingLoc = GetShaderLocation(shader, "tiling"); // Load old car model using PBR maps and shader // WARNING: We know this model consists of a single model.meshes[0] and // that model.materials[0] is by default assigned to that mesh // There could be more complex models consisting of multiple meshes and // multiple materials defined for those meshes... but always 1 mesh = 1 material Model car = LoadModel("resources/models/old_car_new.glb"); // Assign already setup PBR shader to model.materials[0], used by models.meshes[0] car.materials[0].shader = shader; // Setup materials[0].maps default parameters car.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE; car.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f; car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f; car.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; car.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 }; // Setup materials[0].maps default textures car.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png"); car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png"); car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png"); car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png"); // Load floor model mesh and assign material parameters // NOTE: A basic plane shape can be generated instead of being loaded from a model file Model floor = LoadModel("resources/models/plane.glb"); //Mesh floorMesh = GenMeshPlane(10, 10, 10, 10); //GenMeshTangents(&floorMesh); // TODO: Review tangents generation //Model floor = LoadModelFromMesh(floorMesh); // Assign material shader for our floor model, same PBR shader 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"); // Models texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED) // NOTE: Material.params[4] are available for generic parameters storage (float) Vector2 carTextureTiling = (Vector2){ 0.5f, 0.5f }; Vector2 floorTextureTiling = (Vector2){ 0.5f, 0.5f }; // Create some lights Light lights[MAX_LIGHTS] = { 0 }; lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, YELLOW, 4.0f, shader); lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, GREEN, 3.3f, shader); lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, RED, 8.3f, shader); lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, BLUE, 2.0f, shader); // Setup material texture maps usage in shader // NOTE: By default, the texture maps are always used int usage = 1; SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &usage, SHADER_UNIFORM_INT); SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT); SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT); SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //--------------------------------------------------------------------------------------- // 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_ONE)) { lights[2].enabled = !lights[2].enabled; } if (IsKeyPressed(KEY_TWO)) { lights[1].enabled = !lights[1].enabled; } if (IsKeyPressed(KEY_THREE)) { lights[3].enabled = !lights[3].enabled; } if (IsKeyPressed(KEY_FOUR)) { lights[0].enabled = !lights[0].enabled; } // Update light values on shader (actually, only enable/disable them) for (int i = 0; i < MAX_LIGHTS; i++) UpdateLight(shader, lights[i]); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(BLACK); BeginMode3D(camera); // Set floor model texture tiling and emissive color parameters on shader SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2); Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color); SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, SHADER_UNIFORM_VEC4); DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model // Set old car model texture tiling, emissive color and emissive intensity parameters on shader SetShaderValue(shader, textureTilingLoc, &carTextureTiling, SHADER_UNIFORM_VEC2); Vector4 carEmissiveColor = ColorNormalize(car.materials[0].maps[MATERIAL_MAP_EMISSION].color); SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, SHADER_UNIFORM_VEC4); float emissiveIntensity = 0.01f; SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT); DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.25f, WHITE); // Draw car model // Draw spheres to show the lights positions for (int i = 0; i < MAX_LIGHTS; i++) { Color lightColor = (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, lightColor); else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f)); } EndMode3D(); DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY); DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // Unbind (disconnect) shader from car.material[0] // to avoid UnloadMaterial() trying to unload it automatically car.materials[0].shader = (Shader){ 0 }; UnloadMaterial(car.materials[0]); car.materials[0].maps = NULL; UnloadModel(car); floor.materials[0].shader = (Shader){ 0 }; UnloadMaterial(floor.materials[0]); floor.materials[0].maps = NULL; UnloadModel(floor); UnloadShader(shader); // Unload Shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } // Create light with provided data // NOTE: It updated the global lightCount and it's limited to MAX_LIGHTS static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader) { Light light = { 0 }; if (lightCount < MAX_LIGHTS) { light.enabled = 1; light.type = type; light.position = position; light.target = target; light.color[0] = (float)color.r/255.0f; light.color[1] = (float)color.g/255.0f; light.color[2] = (float)color.b/255.0f; light.color[3] = (float)color.a/255.0f; light.intensity = intensity; // NOTE: Shader parameters names for lights must match the requested ones light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount)); light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount)); light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightCount)); light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount)); light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount)); light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount)); UpdateLight(shader, light); lightCount++; } return light; } // Send light properties to shader // NOTE: Light shader locations should be available static void UpdateLight(Shader shader, Light 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); }