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/*******************************************************************************************
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*
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* raylib [shaders] example - Basic PBR
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*
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* Example originally created with raylib 5.0, last time updated with raylib 5.1-dev
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*
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* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad)
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*
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* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
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* licensed under Creative Commons Attribution-NonCommercial
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* (http://creativecommons.org/licenses/by-nc/4.0/)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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#include <stdlib.h> // Required for: NULL
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#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Light type
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typedef enum {
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LIGHT_DIRECTIONAL = 0,
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LIGHT_POINT,
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LIGHT_SPOT
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} LightType;
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// Light data
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typedef struct {
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int type;
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int enabled;
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Vector3 position;
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Vector3 target;
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float color[4];
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float intensity;
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// Shader light parameters locations
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int typeLoc;
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int enabledLoc;
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int positionLoc;
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int targetLoc;
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int colorLoc;
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int intensityLoc;
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} Light;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static int lightCount = 0; // Current number of dynamic lights that have been created
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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// Create a light and get shader locations
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static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader);
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// Update light properties on shader
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// NOTE: Light shader locations should be available
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static void UpdateLight(Shader shader, Light light);
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//----------------------------------------------------------------------------------
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// Main Entry Point
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//----------------------------------------------------------------------------------
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load PBR shader and setup all required locations
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
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shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(shader, "albedoMap");
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// WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture
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// They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience,
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// shader already takes care of it accordingly
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shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap");
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shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
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// WARNING: Similar to the MRA map, the emissive map packs different information
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// into a single texture: it stores height and emission data
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// It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader
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shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap");
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shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor");
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// Setup additional required shader locations, including lights data
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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int lightCountLoc = GetShaderLocation(shader, "numOfLights");
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int maxLightCount = MAX_LIGHTS;
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SetShaderValue(shader, lightCountLoc, &maxLightCount, SHADER_UNIFORM_INT);
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// Setup ambient color and intensity parameters
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float ambientIntensity = 0.02f;
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Color ambientColor = (Color){ 26, 32, 135, 255 };
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Vector3 ambientColorNormalized = (Vector3){ ambientColor.r/255.0f, ambientColor.g/255.0f, ambientColor.b/255.0f };
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SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), &ambientColorNormalized, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, SHADER_UNIFORM_FLOAT);
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// Get location for shader parameters that can be modified in real time
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int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
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int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
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int textureTilingLoc = GetShaderLocation(shader, "tiling");
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// Load old car model using PBR maps and shader
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// WARNING: We know this model consists of a single model.meshes[0] and
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// that model.materials[0] is by default assigned to that mesh
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// There could be more complex models consisting of multiple meshes and
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// multiple materials defined for those meshes... but always 1 mesh = 1 material
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Model car = LoadModel("resources/models/old_car_new.glb");
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// Assign already setup PBR shader to model.materials[0], used by models.meshes[0]
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car.materials[0].shader = shader;
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// Setup materials[0].maps default parameters
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car.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
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car.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
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car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
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car.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
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car.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 };
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// Setup materials[0].maps default textures
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car.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png");
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car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png");
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car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png");
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car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png");
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// Load floor model mesh and assign material parameters
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// NOTE: A basic plane shape can be generated instead of being loaded from a model file
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Model floor = LoadModel("resources/models/plane.glb");
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//Mesh floorMesh = GenMeshPlane(10, 10, 10, 10);
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//GenMeshTangents(&floorMesh); // TODO: Review tangents generation
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//Model floor = LoadModelFromMesh(floorMesh);
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// Assign material shader for our floor model, same PBR shader
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floor.materials[0].shader = shader;
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floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
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floor.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
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floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
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floor.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
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floor.materials[0].maps[MATERIAL_MAP_EMISSION].color = BLACK;
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floor.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/road_a.png");
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floor.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/road_mra.png");
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floor.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/road_n.png");
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// Models texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED)
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// NOTE: Material.params[4] are available for generic parameters storage (float)
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Vector2 carTextureTiling = (Vector2){ 0.5f, 0.5f };
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Vector2 floorTextureTiling = (Vector2){ 0.5f, 0.5f };
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// Create some lights
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Light lights[MAX_LIGHTS] = { 0 };
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lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, YELLOW, 4.0f, shader);
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lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, GREEN, 3.3f, shader);
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lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, RED, 8.3f, shader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, BLUE, 2.0f, shader);
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// Setup material texture maps usage in shader
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// NOTE: By default, the texture maps are always used
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int usage = 1;
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SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &usage, SHADER_UNIFORM_INT);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//---------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_ORBITAL);
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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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float cameraPos[3] = {camera.position.x, camera.position.y, camera.position.z};
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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// Check key inputs to enable/disable lights
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if (IsKeyPressed(KEY_ONE)) { lights[2].enabled = !lights[2].enabled; }
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if (IsKeyPressed(KEY_TWO)) { lights[1].enabled = !lights[1].enabled; }
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if (IsKeyPressed(KEY_THREE)) { lights[3].enabled = !lights[3].enabled; }
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if (IsKeyPressed(KEY_FOUR)) { lights[0].enabled = !lights[0].enabled; }
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// Update light values on shader (actually, only enable/disable them)
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for (int i = 0; i < MAX_LIGHTS; i++) UpdateLight(shader, lights[i]);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(BLACK);
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BeginMode3D(camera);
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// Set floor model texture tiling and emissive color parameters on shader
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SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2);
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Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
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SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, SHADER_UNIFORM_VEC4);
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DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model
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// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
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SetShaderValue(shader, textureTilingLoc, &carTextureTiling, SHADER_UNIFORM_VEC2);
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Vector4 carEmissiveColor = ColorNormalize(car.materials[0].maps[MATERIAL_MAP_EMISSION].color);
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SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, SHADER_UNIFORM_VEC4);
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float emissiveIntensity = 0.01f;
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SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT);
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DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.25f, WHITE); // Draw car model
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// Draw spheres to show the lights positions
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 };
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if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
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else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
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}
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EndMode3D();
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DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
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DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Unbind (disconnect) shader from car.material[0]
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// to avoid UnloadMaterial() trying to unload it automatically
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car.materials[0].shader = (Shader){ 0 };
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UnloadMaterial(car.materials[0]);
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car.materials[0].maps = NULL;
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UnloadModel(car);
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floor.materials[0].shader = (Shader){ 0 };
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UnloadMaterial(floor.materials[0]);
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floor.materials[0].maps = NULL;
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UnloadModel(floor);
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UnloadShader(shader); // Unload Shader
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Create light with provided data
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// NOTE: It updated the global lightCount and it's limited to MAX_LIGHTS
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static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader)
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{
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Light light = { 0 };
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if (lightCount < MAX_LIGHTS)
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{
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light.enabled = 1;
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light.type = type;
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light.position = position;
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light.target = target;
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light.color[0] = (float)color.r/255.0f;
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light.color[1] = (float)color.g/255.0f;
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light.color[2] = (float)color.b/255.0f;
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light.color[3] = (float)color.a/255.0f;
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light.intensity = intensity;
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// NOTE: Shader parameters names for lights must match the requested ones
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light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount));
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light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount));
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light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightCount));
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light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount));
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light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount));
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light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount));
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UpdateLight(shader, light);
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lightCount++;
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}
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return light;
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}
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// Send light properties to shader
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// NOTE: Light shader locations should be available
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static void UpdateLight(Shader shader, Light light)
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{
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SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
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SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
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// Send to shader light position values
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float position[3] = { light.position.x, light.position.y, light.position.z };
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SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
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// Send to shader light target position values
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float target[3] = { light.target.x, light.target.y, light.target.z };
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SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, light.colorLoc, light.color, SHADER_UNIFORM_VEC4);
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SetShaderValue(shader, light.intensityLoc, &light.intensity, SHADER_UNIFORM_FLOAT);
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}
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