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/*******************************************************************************************
*
* 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);
}