|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [models] example - PBR material | 
						
						
							|  | * | 
						
						
							|  | *   This example has been created using raylib 1.8 (www.raylib.com) | 
						
						
							|  | *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | 
						
						
							|  | * | 
						
						
							|  | *   Copyright (c) 2017 Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
 | 
						
						
							|  | #include "raylib.h" | 
						
						
							|  | #include "raymath.h" | 
						
						
							|  |  | 
						
						
							|  | #define RLIGHTS_IMPLEMENTATION | 
						
						
							|  | #include "rlights.h" | 
						
						
							|  |  | 
						
						
							|  | #define CUBEMAP_SIZE         512        // Cubemap texture size | 
						
						
							|  | #define IRRADIANCE_SIZE       32        // Irradiance texture size | 
						
						
							|  | #define PREFILTERED_SIZE     256        // Prefiltered HDR environment texture size | 
						
						
							|  | #define BRDF_SIZE            512        // BRDF LUT texture size | 
						
						
							|  |  | 
						
						
							|  | // PBR material loading | 
						
						
							|  | static Material LoadMaterialPBR(Color albedo, float metalness, float roughness); | 
						
						
							|  | 
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							|  | int main() | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     int screenWidth = 800; | 
						
						
							|  |     int screenHeight = 450; | 
						
						
							|  | 
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							|  |     SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available) | 
						
						
							|  |     InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material"); | 
						
						
							|  | 
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							|  |     // Define the camera to look into our 3d world | 
						
						
							|  |     Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; | 
						
						
							|  | 
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							|  |     // Load model and PBR material | 
						
						
							|  |     Model model = LoadModel("resources/pbr/trooper.obj"); | 
						
						
							|  |     model.material = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f); | 
						
						
							|  | 
 | 
						
						
							|  |     // Define lights attributes | 
						
						
							|  |     Light lights[MAX_LIGHTS] = { CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.material.shader), | 
						
						
							|  |     CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader), | 
						
						
							|  |     CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.shader), | 
						
						
							|  |     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.material.shader) }; | 
						
						
							|  |      | 
						
						
							|  |     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode | 
						
						
							|  |  | 
						
						
							|  |     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     // Main game loop | 
						
						
							|  |     while (!WindowShouldClose())            // Detect window close button or ESC key | 
						
						
							|  |     { | 
						
						
							|  |         // Update | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         UpdateCamera(&camera);              // Update camera | 
						
						
							|  |          | 
						
						
							|  |         // Send to material PBR shader camera view position | 
						
						
							|  |         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; | 
						
						
							|  |         SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, 3); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
							|  | 
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							|  |             ClearBackground(RAYWHITE); | 
						
						
							|  | 
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							|  |             Begin3dMode(camera); | 
						
						
							|  | 
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							|  |                 DrawModel(model, Vector3Zero(), 1.0f, WHITE); | 
						
						
							|  |                  | 
						
						
							|  |                 DrawGrid(10, 1.0f); | 
						
						
							|  | 
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							|  |             End3dMode(); | 
						
						
							|  | 
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							|  |             DrawFPS(10, 10); | 
						
						
							|  | 
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadModel(model);         // Unload skybox model | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();              // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } | 
						
						
							|  | 
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							|  | // Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps) | 
						
						
							|  | // NOTE: PBR shader is loaded inside this function | 
						
						
							|  | static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) | 
						
						
							|  | { | 
						
						
							|  |     Material mat = { 0 };       // NOTE: All maps textures are set to { 0 } | 
						
						
							|  |      | 
						
						
							|  |     #define     PATH_PBR_VS     "resources/shaders/pbr.vs"      // Path to physically based rendering vertex shader | 
						
						
							|  |     #define     PATH_PBR_FS     "resources/shaders/pbr.fs"      // Path to physically based rendering fragment shader | 
						
						
							|  |     | 
						
						
							|  |     mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS); | 
						
						
							|  |      | 
						
						
							|  |     // Get required locations points for PBR material | 
						
						
							|  |     // NOTE: Those location names must be available and used in the shader code | 
						
						
							|  |     mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler"); | 
						
						
							|  |     mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler"); | 
						
						
							|  |     mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler"); | 
						
						
							|  |     mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler"); | 
						
						
							|  |     mat.shader.locs[LOC_MAP_OCCUSION] = GetShaderLocation(mat.shader, "occlusion.sampler"); | 
						
						
							|  |     //mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler"); | 
						
						
							|  |     //mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler"); | 
						
						
							|  |     mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap"); | 
						
						
							|  |     mat.shader.locs[LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap"); | 
						
						
							|  |     mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT"); | 
						
						
							|  | 
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							|  |     // Set view matrix location | 
						
						
							|  |     mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "mMatrix"); | 
						
						
							|  |     mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view"); | 
						
						
							|  |     mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos"); | 
						
						
							|  |      | 
						
						
							|  |     // Set PBR standard maps | 
						
						
							|  |     mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png"); | 
						
						
							|  |     mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png"); | 
						
						
							|  |     mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png"); | 
						
						
							|  |     mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png"); | 
						
						
							|  |     mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png"); | 
						
						
							|  |      | 
						
						
							|  |     // Set environment maps | 
						
						
							|  |     #define     PATH_CUBEMAP_VS         "resources/shaders/cubemap.vs"          // Path to equirectangular to cubemap vertex shader | 
						
						
							|  |     #define     PATH_CUBEMAP_FS         "resources/shaders/cubemap.fs"          // Path to equirectangular to cubemap fragment shader | 
						
						
							|  |     #define     PATH_SKYBOX_VS          "resources/shaders/skybox.vs"           // Path to skybox vertex shader | 
						
						
							|  |     #define     PATH_IRRADIANCE_FS      "resources/shaders/irradiance.fs"       // Path to irradiance (GI) calculation fragment shader | 
						
						
							|  |     #define     PATH_PREFILTER_FS       "resources/shaders/prefilter.fs"        // Path to reflection prefilter calculation fragment shader | 
						
						
							|  |     #define     PATH_BRDF_VS            "resources/shaders/brdf.vs"     // Path to bidirectional reflectance distribution function vertex shader  | 
						
						
							|  |     #define     PATH_BRDF_FS            "resources/shaders/brdf.fs"     // Path to bidirectional reflectance distribution function fragment shader | 
						
						
							|  |      | 
						
						
							|  |     Shader shdrCubemap = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS); | 
						
						
							|  |     Shader shdrIrradiance = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS); | 
						
						
							|  |     Shader shdrPrefilter = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS); | 
						
						
							|  |     Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS); | 
						
						
							|  |      | 
						
						
							|  |     // Setup required shader locations | 
						
						
							|  |     SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1); | 
						
						
							|  |     SetShaderValuei(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, 1); | 
						
						
							|  |     SetShaderValuei(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, 1); | 
						
						
							|  | 
 | 
						
						
							|  |     Texture2D texHDR = LoadTexture("resources/pinetree.hdr"); | 
						
						
							|  |     Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE); | 
						
						
							|  |     mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); | 
						
						
							|  |     mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); | 
						
						
							|  |     mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE); | 
						
						
							|  |     UnloadTexture(cubemap); | 
						
						
							|  |     UnloadTexture(texHDR); | 
						
						
							|  |      | 
						
						
							|  |     UnloadShader(shdrCubemap); | 
						
						
							|  |     UnloadShader(shdrIrradiance); | 
						
						
							|  |     UnloadShader(shdrPrefilter); | 
						
						
							|  |     UnloadShader(shdrBRDF); | 
						
						
							|  |      | 
						
						
							|  |     // Set textures filtering for better quality | 
						
						
							|  |     SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR); | 
						
						
							|  |     SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR); | 
						
						
							|  |     SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR); | 
						
						
							|  |     SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR); | 
						
						
							|  |     SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR); | 
						
						
							|  |      | 
						
						
							|  |     // Enable sample usage in shader for assigned textures | 
						
						
							|  |     SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, 1); | 
						
						
							|  |     SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, 1); | 
						
						
							|  |     SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, 1); | 
						
						
							|  |     SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, 1); | 
						
						
							|  |     SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, 1); | 
						
						
							|  |      | 
						
						
							|  |     int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); | 
						
						
							|  |     SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1); | 
						
						
							|  | 
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							|  |     // Set up material properties color | 
						
						
							|  |     mat.maps[MAP_ALBEDO].color = albedo; | 
						
						
							|  |     mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 }; | 
						
						
							|  |     mat.maps[MAP_METALNESS].value = metalness; | 
						
						
							|  |     mat.maps[MAP_ROUGHNESS].value = roughness; | 
						
						
							|  |     mat.maps[MAP_OCCLUSION].value = 1.0f; | 
						
						
							|  |     mat.maps[MAP_EMISSION].value = 0.5f; | 
						
						
							|  |     mat.maps[MAP_HEIGHT].value = 0.5f; | 
						
						
							|  | 
 | 
						
						
							|  |     return mat; | 
						
						
							|  | } |