Review shader examples

This commit is contained in:
Ray 2019-05-17 20:03:04 +02:00
parent 0ec46e8976
commit 245cf2400e
22 changed files with 844 additions and 22 deletions

View file

@ -17,6 +17,12 @@
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
#define CUBEMAP_SIZE 512 // Cubemap texture size
#define IRRADIANCE_SIZE 32 // Irradiance texture size
#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
@ -114,10 +120,8 @@ 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);
mat.shader = LoadShader(FormatText("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
// Get required locations points for PBR material
// NOTE: Those location names must be available and used in the shader code
@ -144,23 +148,21 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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);
printf("Loaded shader: cubemap\n");
Shader shdrIrradiance = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
printf("Loaded shader: irradiance\n");
Shader shdrPrefilter = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
printf("Loaded shader: prefilter\n");
Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
printf("Loaded shader: brdf\n");
// Load equirectangular to cubemap shader
Shader shdrCubemap = LoadShader(FormatText("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/cubemap.fs", GLSL_VERSION));
// Load irradiance (GI) calculation shader
Shader shdrIrradiance = LoadShader(FormatText("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/irradiance.fs", GLSL_VERSION));
// Load reflection prefilter calculation shader
Shader shdrPrefilter = LoadShader(FormatText("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/prefilter.fs", GLSL_VERSION));
// Load bidirectional reflectance distribution function shader
Shader shdrBRDF = LoadShader(FormatText("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION));
// Setup required shader locations
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);