/******************************************************************************************* * * 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) int main() [ # Initialization #-------------------------------------------------------------------------------------- int screenWidth = 800 int screenHeight = 450 SetConfigFlags(FLAG_MSAA_4X_HINT) # Enable Multi Sampling Anti Aliasing 4x (if available) InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material") # Define the camera to look into our 3d world Camera camera = [[ 4.0, 4.0, 4.0 ], [ 0.0, 0.5f, 0.0 ], [ 0.0, 1.0, 0.0 ], 45.0, 0 ] # Load model and PBR material Model model = LoadModel("resources/pbr/trooper.obj") MeshTangents(&model.mesh) model.material = LoadMaterialPBR((Color)[ 255, 255, 255, 255 ], 1.0, 1.0) # Define lights attributes # NOTE: Shader is passed to every light on creation to define shader bindings internally Light lights[MAX_LIGHTS] = [ CreateLight(LIGHT_POINT, (Vector3)[ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0 ], (Vector3)[ 0.0, 0.0, 0.0 ], (Color)[ 255, 0, 0, 255 ], model.material.shader), CreateLight(LIGHT_POINT, (Vector3)[ 0.0, LIGHT_HEIGHT, LIGHT_DISTANCE ], (Vector3)[ 0.0, 0.0, 0.0 ], (Color)[ 0, 255, 0, 255 ], model.material.shader), CreateLight(LIGHT_POINT, (Vector3)[ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0 ], (Vector3)[ 0.0, 0.0, 0.0 ], (Color)[ 0, 0, 255, 255 ], model.material.shader), CreateLight(LIGHT_DIRECTIONAL, (Vector3)[ 0.0, LIGHT_HEIGHT*2.0, -LIGHT_DISTANCE ], (Vector3)[ 0.0, 0.0, 0.0 ], (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() ClearBackground(RAYWHITE) BeginMode3D(camera) DrawModel(model, Vector3Zero(), 1.0, WHITE) DrawGrid(10, 1.0) EndMode3D() DrawFPS(10, 10) EndDrawing() #---------------------------------------------------------------------------------- ] # De-Initialization #-------------------------------------------------------------------------------------- UnloadModel(model) # Unload skybox model CloseWindow() # Close window and OpenGL context #-------------------------------------------------------------------------------------- return 0 ] # 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_OCCLUSION] = 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") # Set view matrix location mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel") 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/dresden_square.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) # Unload already used shaders (to create specific textures) 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) # 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 = 1.0 mat.maps[MAP_EMISSION].value = 0.5f mat.maps[MAP_HEIGHT].value = 0.5f return mat ]