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								/*******************************************************************************************
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								*
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								*   raylib [models] example - PBR material
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								*
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								*   NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
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								*         is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
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								*
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								*   This example has been created using raylib 1.8 (www.raylib.com)
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								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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								*
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								*   Copyright (c) 2017 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include "raymath.h"
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								#include "rlgl.h"
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								#include <stdio.h>
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								#define RLIGHTS_IMPLEMENTATION
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								#include "rlights.h"
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								#if defined(PLATFORM_DESKTOP)
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								    #define GLSL_VERSION            330
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								#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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								    #define GLSL_VERSION            100
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								#endif
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								#define CUBEMAP_SIZE        1024        // Cubemap texture size
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								#define IRRADIANCE_SIZE       32        // Irradiance texture size
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								#define PREFILTERED_SIZE     256        // Prefiltered HDR environment texture size
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								#define BRDF_SIZE            512        // BRDF LUT texture size
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								#define LIGHT_DISTANCE      1000.0f
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								#define LIGHT_HEIGHT           1.0f
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								// PBR texture maps generation
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								static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture
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								static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size);      // Generate irradiance cubemap using cubemap texture
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								static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size);       // Generate prefilter cubemap using cubemap texture
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								static Texture2D GenTextureBRDF(Shader shader, int size);              // Generate a generic BRDF texture
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								// PBR material loading
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								static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
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								int main(void)
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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);  // Enable Multi Sampling Anti Aliasing 4x (if available)
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								    InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
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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){ 4.0f, 4.0f, 4.0f };    // 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 mode type
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								    // Load model and PBR material
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								    Model model = LoadModel("resources/pbr/trooper.obj");
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								    // Mesh tangents are generated... and uploaded to GPU
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								    // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
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								    //MeshTangents(&model.meshes[0]);
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								    model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
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								    // Create lights
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								    // NOTE: Lights are added to an internal lights pool automatically
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								    CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.materials[0].shader);
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								    CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.materials[0].shader);
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								    CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.materials[0].shader);
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								    CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.materials[0].shader);
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								    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
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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);              // Update camera
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								        // Send to material PBR shader camera view position
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								        float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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								        SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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								        //----------------------------------------------------------------------------------
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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								            ClearBackground(RAYWHITE);
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								            BeginMode3D(camera);
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								                DrawModel(model, Vector3Zero(), 1.0f, WHITE);
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								                DrawGrid(10, 1.0f);
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								            EndMode3D();
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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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								    UnloadMaterial(model.materials[0]); // Unload material: shader and textures
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								    UnloadModel(model);         // Unload model
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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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								// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
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								// NOTE: PBR shader is loaded inside this function
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								static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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								{
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								    Material mat = LoadMaterialDefault();   // Initialize material to default
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								    // Load PBR shader (requires several maps)
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								    mat.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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								    // Get required locations points for PBR material
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								    // NOTE: Those location names must be available and used in the shader code
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								    mat.shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
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								    mat.shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
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								    mat.shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
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								    mat.shader.locs[SHADER_LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
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								    mat.shader.locs[SHADER_LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
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								    //mat.shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
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								    //mat.shader.locs[SHADER_LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
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								    mat.shader.locs[SHADER_LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
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								    mat.shader.locs[SHADER_LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
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								    mat.shader.locs[SHADER_LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
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								    // Set view matrix location
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								    mat.shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
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								    //mat.shader.locs[SHADER_LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
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								    mat.shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
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								    // Set PBR standard maps
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								    mat.maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
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								    mat.maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
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								    mat.maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
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								    mat.maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
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								    mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
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								    // Set textures filtering for better quality
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								    SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, FILTER_BILINEAR);
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								    SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, FILTER_BILINEAR);
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								    SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, FILTER_BILINEAR);
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								    SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, FILTER_BILINEAR);
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								    SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, FILTER_BILINEAR);
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								    // Enable sample usage in shader for assigned textures
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								    SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
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								    SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
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								    SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
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								    SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
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								    SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
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								    int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
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								    SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, SHADER_UNIFORM_INT);
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								    // Set up material properties color
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								    mat.maps[MATERIAL_MAP_ALBEDO].color = albedo;
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								    mat.maps[MATERIAL_MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
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								    mat.maps[MATERIAL_MAP_METALNESS].value = metalness;
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								    mat.maps[MATERIAL_MAP_ROUGHNESS].value = roughness;
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								    mat.maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
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								    mat.maps[MATERIAL_MAP_EMISSION].value = 0.5f;
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								    mat.maps[MATERIAL_MAP_HEIGHT].value = 0.5f;
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								    // Generate cubemap from panorama texture
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								    //--------------------------------------------------------------------------------------------------------
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								    Texture2D panorama = LoadTexture("resources/dresden_square_2k.hdr");
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								    // Load equirectangular to cubemap shader
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								    Shader shdrCubemap = 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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							| 
								
							 | 
							
								    SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
							 | 
						
						
						
							| 
								
							 | 
							
								    TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadTexture(panorama);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShader(shdrCubemap);
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Generate irradiance map from cubemap texture
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    // Load irradiance (GI) calculation shader
							 | 
						
						
						
							| 
								
							 | 
							
								    Shader shdrIrradiance = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
							 | 
						
						
						
							| 
								
							 | 
							
								                                       TextFormat("resources/shaders/glsl%i/irradiance.fs", GLSL_VERSION));
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShader(shdrIrradiance);
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Generate prefilter map from cubemap texture
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    // Load reflection prefilter calculation shader
							 | 
						
						
						
							| 
								
							 | 
							
								    Shader shdrPrefilter = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
							 | 
						
						
						
							| 
								
							 | 
							
								                                      TextFormat("resources/shaders/glsl%i/prefilter.fs", GLSL_VERSION));
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadTexture(cubemap);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShader(shdrPrefilter);
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Generate BRDF (bidirectional reflectance distribution function) texture (using shader)
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
							 | 
						
						
						
							| 
								
							 | 
							
								                                 TextFormat("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION));
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShader(shdrBRDF);
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    return mat;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Texture maps generation (PBR)
							 | 
						
						
						
							| 
								
							 | 
							
								//-------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Generate cubemap texture from HDR texture
							 | 
						
						
						
							| 
								
							 | 
							
								static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    TextureCubemap cubemap = { 0 };
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    rlDisableBackfaceCulling();     // Disable backface culling to render inside the cube
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // STEP 1: Setup framebuffer
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int rbo = rlLoadTextureDepth(size, size, true);
							 | 
						
						
						
							| 
								
							 | 
							
								    cubemap.id = rlLoadTextureCubemap(NULL, size, format);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int fbo = rlLoadFramebuffer(size, size);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Check if framebuffer is complete with attachments (valid)
							 | 
						
						
						
							| 
								
							 | 
							
								    if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // STEP 2: Draw to framebuffer
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    // NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
							 | 
						
						
						
							| 
								
							 | 
							
								    rlEnableShader(shader.id);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Define projection matrix and send it to shader
							 | 
						
						
						
							| 
								
							 | 
							
								    Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Define view matrix for every side of the cubemap
							 | 
						
						
						
							| 
								
							 | 
							
								    Matrix fboViews[6] = {
							 | 
						
						
						
							| 
								
							 | 
							
								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  1.0f,  0.0f,  0.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
							 | 
						
						
						
							| 
								
							 | 
							
								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f,  0.0f,  0.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
							 | 
						
						
						
							| 
								
							 | 
							
								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  1.0f,  0.0f }, (Vector3){ 0.0f,  0.0f,  1.0f }),
							 | 
						
						
						
							| 
								
							 | 
							
								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f, -1.0f,  0.0f }, (Vector3){ 0.0f,  0.0f, -1.0f }),
							 | 
						
						
						
							| 
								
							 | 
							
								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  0.0f,  1.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
							 | 
						
						
						
							| 
								
							 | 
							
								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f,  0.0f })
							 | 
						
						
						
							| 
								
							 | 
							
								    };
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    rlViewport(0, 0, size, size);   // Set viewport to current fbo dimensions
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    for (int i = 0; i < 6; i++)
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        rlEnableFramebuffer(fbo);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlSetTexture(panorama.id);   // WARNING: It must be called after enabling current framebuffer if using internal batch system!
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        rlClearScreenBuffers();
							 | 
						
						
						
							| 
								
							 | 
							
								        DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlDrawRenderBatchActive();
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // STEP 3: Unload framebuffer and reset state
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    rlDisableShader();          // Unbind shader
							 | 
						
						
						
							| 
								
							 | 
							
								    rlDisableTexture();         // Unbind texture
							 | 
						
						
						
							| 
								
							 | 
							
								    rlDisableFramebuffer();     // Unbind framebuffer
							 | 
						
						
						
							| 
								
							 | 
							
								    rlUnloadFramebuffer(fbo);   // Unload framebuffer (and automatically attached depth texture/renderbuffer)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Reset viewport dimensions to default
							 | 
						
						
						
							| 
								
							 | 
							
								    rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
							 | 
						
						
						
							| 
								
							 | 
							
								    rlEnableBackfaceCulling();
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    cubemap.width = size;
							 | 
						
						
						
							| 
								
							 | 
							
								    cubemap.height = size;
							 | 
						
						
						
							| 
								
							 | 
							
								    cubemap.mipmaps = 1;
							 | 
						
						
						
							| 
								
							 | 
							
								    cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    return cubemap;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Generate irradiance texture using cubemap data
							 | 
						
						
						
							| 
								
							 | 
							
								static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    TextureCubemap irradiance = { 0 };
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    rlDisableBackfaceCulling();     // Disable backface culling to render inside the cube
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // STEP 1: Setup framebuffer
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int rbo = rlLoadTextureDepth(size, size, true);
							 | 
						
						
						
							| 
								
							 | 
							
								    irradiance.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int fbo = rlLoadFramebuffer(size, size);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // STEP 2: Draw to framebuffer
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    // NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap
							 | 
						
						
						
							| 
								
							 | 
							
								    rlEnableShader(shader.id);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Define projection matrix and send it to shader
							 | 
						
						
						
							| 
								
							 | 
							
								    Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Define view matrix for every side of the cubemap
							 | 
						
						
						
							| 
								
							 | 
							
								    Matrix fboViews[6] = {
							 | 
						
						
						
							| 
								
							 | 
							
								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  1.0f,  0.0f,  0.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
							 | 
						
						
						
							| 
								
							 | 
							
								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f,  0.0f,  0.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
							 | 
						
						
						
							| 
								
							 | 
							
								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  1.0f,  0.0f }, (Vector3){ 0.0f,  0.0f,  1.0f }),
							 | 
						
						
						
							| 
								
							 | 
							
								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f, -1.0f,  0.0f }, (Vector3){ 0.0f,  0.0f, -1.0f }),
							 | 
						
						
						
							| 
								
							 | 
							
								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  0.0f,  1.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
							 | 
						
						
						
							| 
								
							 | 
							
								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f,  0.0f })
							 | 
						
						
						
							| 
								
							 | 
							
								    };
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    rlActiveTextureSlot(0);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlEnableTextureCubemap(cubemap.id);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    rlViewport(0, 0, size, size);   // Set viewport to current fbo dimensions
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    for (int i = 0; i < 6; i++)
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        rlEnableFramebuffer(fbo);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlClearScreenBuffers();
							 | 
						
						
						
							| 
								
							 | 
							
								        rlLoadDrawCube();
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // STEP 3: Unload framebuffer and reset state
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    rlDisableShader();          // Unbind shader
							 | 
						
						
						
							| 
								
							 | 
							
								    rlDisableTexture();         // Unbind texture
							 | 
						
						
						
							| 
								
							 | 
							
								    rlDisableFramebuffer();     // Unbind framebuffer
							 | 
						
						
						
							| 
								
							 | 
							
								    rlUnloadFramebuffer(fbo);   // Unload framebuffer (and automatically attached depth texture/renderbuffer)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Reset viewport dimensions to default
							 | 
						
						
						
							| 
								
							 | 
							
								    rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
							 | 
						
						
						
							| 
								
							 | 
							
								    rlEnableBackfaceCulling();
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    irradiance.width = size;
							 | 
						
						
						
							| 
								
							 | 
							
								    irradiance.height = size;
							 | 
						
						
						
							| 
								
							 | 
							
								    irradiance.mipmaps = 1;
							 | 
						
						
						
							| 
								
							 | 
							
								    irradiance.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    return irradiance;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Generate prefilter texture using cubemap data
							 | 
						
						
						
							| 
								
							 | 
							
								static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    TextureCubemap prefilter = { 0 };
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    rlDisableBackfaceCulling();     // Disable backface culling to render inside the cube
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // STEP 1: Setup framebuffer
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								    //------------------------------------------------------------------------------------------
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								    unsigned int rbo = rlLoadTextureDepth(size, size, true);
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								    prefilter.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
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							 | 
							
								    rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_MIP_LINEAR);
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							 | 
							
								    unsigned int fbo = rlLoadFramebuffer(size, size);
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								    rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
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							 | 
							
								    //------------------------------------------------------------------------------------------
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								    // Generate mipmaps for the prefiltered HDR texture
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							 | 
							
								    //glGenerateMipmap(GL_TEXTURE_CUBE_MAP);    // TODO!
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							 | 
							
								
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							 | 
							
								    // STEP 2: Draw to framebuffer
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							 | 
							
								    //------------------------------------------------------------------------------------------
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								    // NOTE: Shader is used to prefilter HDR and store data into mipmap levels
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							 | 
							
								    // Define projection matrix and send it to shader
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							 | 
							
								    Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
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								    rlEnableShader(shader.id);
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								    rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
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								    // Define view matrix for every side of the cubemap
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								    Matrix fboViews[6] = {
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							 | 
							
								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  1.0f,  0.0f,  0.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
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							 | 
							
								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f,  0.0f,  0.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
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							 | 
							
								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  1.0f,  0.0f }, (Vector3){ 0.0f,  0.0f,  1.0f }),
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								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f, -1.0f,  0.0f }, (Vector3){ 0.0f,  0.0f, -1.0f }),
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								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  0.0f,  1.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
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								        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f,  0.0f })
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								    };
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								    rlActiveTextureSlot(0);
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								    rlEnableTextureCubemap(cubemap.id);
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								    // TODO: Locations should be taken out of this function... too shader dependant...
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								    int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
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								    rlEnableFramebuffer(fbo);
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								    #define MAX_MIPMAP_LEVELS   5   // Max number of prefilter texture mipmaps
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								    for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
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								    {
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								        // Resize framebuffer according to mip-level size.
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							 | 
							
								        unsigned int mipWidth  = size*(int)powf(0.5f, (float)mip);
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							 | 
							
								        unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
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							 | 
							
								        rlViewport(0, 0, mipWidth, mipHeight);
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							 | 
							
								
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							 | 
							
								        //glBindRenderbuffer(GL_RENDERBUFFER, rbo);
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							 | 
							
								        //glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
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							 | 
							
								
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							 | 
							
								        float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
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							 | 
							
								        rlSetUniform(roughnessLoc, &roughness, SHADER_UNIFORM_FLOAT, 1);
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								        for (int i = 0; i < 6; i++)
							 | 
						
						
						
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							 | 
							
								        {
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							 | 
							
								            rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
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							 | 
							
								            rlFramebufferAttach(fbo, prefilter.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, mip);
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								            rlClearScreenBuffers();
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								            rlLoadDrawCube();
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							 | 
							
								        }
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								    }
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							 | 
							
								    //------------------------------------------------------------------------------------------
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							 | 
							
								
							 | 
						
						
						
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							 | 
							
								    // STEP 3: Unload framebuffer and reset state
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							 | 
							
								    //------------------------------------------------------------------------------------------
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								    rlDisableShader();          // Unbind shader
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								    rlDisableTexture();         // Unbind texture
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								    rlDisableFramebuffer();     // Unbind framebuffer
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							 | 
							
								    rlUnloadFramebuffer(fbo);   // Unload framebuffer (and automatically attached depth texture/renderbuffer)
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							 | 
							
								    // Reset viewport dimensions to default
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							 | 
							
								    rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
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							 | 
							
								    rlEnableBackfaceCulling();
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							 | 
							
								    //------------------------------------------------------------------------------------------
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							 | 
							
								    prefilter.width = size;
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							 | 
							
								    prefilter.height = size;
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							| 
								
							 | 
							
								    prefilter.mipmaps = MAX_MIPMAP_LEVELS;
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							| 
								
							 | 
							
								    prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
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							 | 
							
								    return prefilter;
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							 | 
							
								}
							 | 
						
						
						
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							 | 
							
								
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							| 
								
							 | 
							
								// Generate BRDF texture using cubemap data
							 | 
						
						
						
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							 | 
							
								// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
							 | 
						
						
						
							| 
								
							 | 
							
								static Texture2D GenTextureBRDF(Shader shader, int size)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    Texture2D brdf = { 0 };
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // STEP 1: Setup framebuffer
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
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							| 
								
							 | 
							
								    unsigned int rbo = rlLoadTextureDepth(size, size, true);
							 | 
						
						
						
							| 
								
							 | 
							
								    brdf.id = rlLoadTexture(NULL, size, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int fbo = rlLoadFramebuffer(size, size);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // STEP 2: Draw to framebuffer
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
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							| 
								
							 | 
							
								    // NOTE: Render BRDF LUT into a quad using FBO
							 | 
						
						
						
							| 
								
							 | 
							
								    rlEnableShader(shader.id);
							 | 
						
						
						
							| 
								
							 | 
							
								
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							| 
								
							 | 
							
								    rlViewport(0, 0, size, size);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    rlEnableFramebuffer(fbo);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlClearScreenBuffers();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    rlLoadDrawQuad();
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // STEP 3: Unload framebuffer and reset state
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    rlDisableShader();          // Unbind shader
							 | 
						
						
						
							| 
								
							 | 
							
								    rlDisableTexture();         // Unbind texture
							 | 
						
						
						
							| 
								
							 | 
							
								    rlDisableFramebuffer();     // Unbind framebuffer
							 | 
						
						
						
							| 
								
							 | 
							
								    rlUnloadFramebuffer(fbo);   // Unload framebuffer (and automatically attached depth texture/renderbuffer)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Reset viewport dimensions to default
							 | 
						
						
						
							| 
								
							 | 
							
								    rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    brdf.width = size;
							 | 
						
						
						
							| 
								
							 | 
							
								    brdf.height = size;
							 | 
						
						
						
							| 
								
							 | 
							
								    brdf.mipmaps = 1;
							 | 
						
						
						
							| 
								
							 | 
							
								    brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    return brdf;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 |