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raylib-python-cffi/examples/models/models_material_pbr.c
Richard Smith a703659c9d initial
2019-05-21 10:56:31 +01:00

196 lines
10 KiB
C

/*******************************************************************************************
*
* 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
]