Manual integration of material-pbr into develop
This commit is contained in:
parent
025dab9907
commit
6546474fa4
13 changed files with 1595 additions and 546 deletions
535
src/models.c
535
src/models.c
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@ -76,9 +76,6 @@ static Mesh LoadOBJ(const char *fileName); // Load OBJ mesh data
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static Material LoadMTL(const char *fileName); // Load MTL material data
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#endif
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static Mesh GenMeshHeightmap(Image image, Vector3 size);
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static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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@ -587,110 +584,32 @@ void DrawGizmo(Vector3 position)
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rlPopMatrix();
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}
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// Load mesh from file
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Mesh LoadMesh(const char *fileName)
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{
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Mesh mesh = { 0 };
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#if defined(SUPPORT_FILEFORMAT_OBJ)
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if (IsFileExtension(fileName, ".obj")) mesh = LoadOBJ(fileName);
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#else
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TraceLog(LOG_WARNING, "[%s] Mesh fileformat not supported, it can't be loaded", fileName);
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#endif
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if (mesh.vertexCount == 0) TraceLog(LOG_WARNING, "Mesh could not be loaded");
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else rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
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// TODO: Initialize default mesh data in case loading fails, maybe a cube?
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return mesh;
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}
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// Load mesh from vertex data
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// NOTE: All vertex data arrays must be same size: vertexCount
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Mesh LoadMeshEx(int vertexCount, float *vData, float *vtData, float *vnData, Color *cData)
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{
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Mesh mesh = { 0 };
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mesh.vertexCount = vertexCount;
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mesh.triangleCount = vertexCount/3;
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mesh.vertices = vData;
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mesh.texcoords = vtData;
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mesh.texcoords2 = NULL;
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mesh.normals = vnData;
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mesh.tangents = NULL;
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mesh.colors = (unsigned char *)cData;
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mesh.indices = NULL;
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rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
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return mesh;
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}
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// Load model from file
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// Load model from files (mesh and material)
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Model LoadModel(const char *fileName)
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{
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Model model = { 0 };
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model.mesh = LoadMesh(fileName);
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model.transform = MatrixIdentity();
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model.material = LoadDefaultMaterial();
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model.material = LoadMaterialDefault();
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return model;
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}
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// Load model from mesh data
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Model LoadModelFromMesh(Mesh data, bool dynamic)
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// Load model from generated mesh
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Model LoadModelFromMesh(Mesh mesh, bool dynamic)
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{
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Model model = { 0 };
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model.mesh = data;
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rlglLoadMesh(&model.mesh, dynamic); // Upload vertex data to GPU
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rlLoadMesh(&mesh, dynamic);
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model.mesh = mesh;
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model.transform = MatrixIdentity();
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model.material = LoadDefaultMaterial();
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model.material = LoadMaterialDefault();
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return model;
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}
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// Load heightmap model from image data
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// NOTE: model map size is defined in generic units
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Model LoadHeightmap(Image heightmap, Vector3 size)
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{
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Model model = { 0 };
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model.mesh = GenMeshHeightmap(heightmap, size);
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rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model)
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model.transform = MatrixIdentity();
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model.material = LoadDefaultMaterial();
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return model;
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}
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// Load cubes-based map model from image data
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Model LoadCubicmap(Image cubicmap)
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{
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Model model = { 0 };
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model.mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0f, 1.5f, 1.0f });
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rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model)
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model.transform = MatrixIdentity();
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model.material = LoadDefaultMaterial();
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return model;
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}
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// Unload mesh from memory (RAM and/or VRAM)
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void UnloadMesh(Mesh *mesh)
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{
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rlglUnloadMesh(mesh);
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}
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// Unload model from memory (RAM and/or VRAM)
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void UnloadModel(Model model)
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{
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@ -700,49 +619,190 @@ void UnloadModel(Model model)
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TraceLog(LOG_INFO, "Unloaded model data (mesh and material) from RAM and VRAM");
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}
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// Load material data (from file)
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Material LoadMaterial(const char *fileName)
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// Load mesh from file
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Mesh LoadMesh(const char *fileName)
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{
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Material material = { 0 };
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Mesh mesh = { 0 };
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#if defined(SUPPORT_FILEFORMAT_MTL)
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if (IsFileExtension(fileName, ".mtl")) material = LoadMTL(fileName);
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#if defined(SUPPORT_FILEFORMAT_OBJ)
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if (IsFileExtension(fileName, ".obj")) mesh = LoadOBJ(fileName);
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#else
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TraceLog(LOG_WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName);
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TraceLog(WARNING, "[%s] Mesh fileformat not supported, it can't be loaded", fileName);
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#endif
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return material;
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if (mesh.vertexCount == 0) TraceLog(WARNING, "Mesh could not be loaded");
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else rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
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// TODO: Initialize default mesh data in case loading fails, maybe a cube?
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return mesh;
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}
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// Load default material (uses default models shader)
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Material LoadDefaultMaterial(void)
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// Unload mesh from memory (RAM and/or VRAM)
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void UnloadMesh(Mesh *mesh)
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{
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Material material = { 0 };
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material.shader = GetDefaultShader();
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material.texDiffuse = GetDefaultTexture(); // White texture (1x1 pixel)
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//material.texNormal; // NOTE: By default, not set
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//material.texSpecular; // NOTE: By default, not set
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material.colDiffuse = WHITE; // Diffuse color
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material.colAmbient = WHITE; // Ambient color
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material.colSpecular = WHITE; // Specular color
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material.glossiness = 100.0f; // Glossiness level
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return material;
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rlUnloadMesh(mesh);
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}
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// Unload material from memory
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void UnloadMaterial(Material material)
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// Generated cuboid mesh
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Mesh GenMeshCube(float width, float height, float length)
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{
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rlDeleteTextures(material.texDiffuse.id);
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rlDeleteTextures(material.texNormal.id);
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rlDeleteTextures(material.texSpecular.id);
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Mesh mesh = { 0 };
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/*
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float vertices[] = {
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
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};
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*/
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float vertices[] = {
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-width/2, -height/2, length/2,
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width/2, -height/2, length/2,
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width/2, height/2, length/2,
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-width/2, height/2, length/2,
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-width/2, -height/2, -length/2,
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-width/2, height/2, -length/2,
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width/2, height/2, -length/2,
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width/2, -height/2, -length/2,
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-width/2, height/2, -length/2,
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-width/2, height/2, length/2,
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width/2, height/2, length/2,
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width/2, height/2, -length/2,
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-width/2, -height/2, -length/2,
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width/2, -height/2, -length/2,
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width/2, -height/2, length/2,
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-width/2, -height/2, length/2,
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width/2, -height/2, -length/2,
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width/2, height/2, -length/2,
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width/2, height/2, length/2,
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width/2, -height/2, length/2,
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-width/2, -height/2, -length/2,
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-width/2, -height/2, length/2,
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-width/2, height/2, length/2,
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-width/2, height/2, -length/2
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};
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float texcoords[] = {
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f
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};
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float normals[] = {
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0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 1.0f,
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0.0f, 0.0f,-1.0f,
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0.0f, 0.0f,-1.0f,
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0.0f, 0.0f,-1.0f,
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0.0f, 0.0f,-1.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f,-1.0f, 0.0f,
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0.0f,-1.0f, 0.0f,
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0.0f,-1.0f, 0.0f,
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0.0f,-1.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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-1.0f, 0.0f, 0.0f,
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-1.0f, 0.0f, 0.0f,
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-1.0f, 0.0f, 0.0f,
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-1.0f, 0.0f, 0.0f
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};
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mesh.vertices = (float *)malloc(24*3*sizeof(float));
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memcpy(mesh.vertices, vertices, 24*3*sizeof(float));
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mesh.texcoords = (float *)malloc(24*2*sizeof(float));
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memcpy(mesh.texcoords, texcoords, 24*2*sizeof(float));
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mesh.normals = (float *)malloc(24*3*sizeof(float));
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memcpy(mesh.normals, normals, 24*3*sizeof(float));
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mesh.indices = (unsigned short *)malloc(36*sizeof(unsigned short));
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int k = 0;
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// Indices can be initialized right now
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for (int i = 0; i < 36; i+=6)
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{
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mesh.indices[i] = 4*k;
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mesh.indices[i+1] = 4*k+1;
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mesh.indices[i+2] = 4*k+2;
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mesh.indices[i+3] = 4*k;
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mesh.indices[i+4] = 4*k+2;
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mesh.indices[i+5] = 4*k+3;
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k++;
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}
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mesh.vertexCount = 24;
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mesh.triangleCount = 12;
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return mesh;
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}
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// Generate a mesh from heightmap
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static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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{
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#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)
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@ -847,7 +907,7 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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return mesh;
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}
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static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
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Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
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{
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Mesh mesh = { 0 };
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@ -1201,6 +1261,202 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
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return mesh;
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}
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// Load material data (from file)
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Material LoadMaterial(const char *fileName)
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{
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Material material = { 0 };
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#if defined(SUPPORT_FILEFORMAT_MTL)
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if (IsFileExtension(fileName, ".mtl")) material = LoadMTL(fileName);
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#else
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TraceLog(WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName);
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#endif
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return material;
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}
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// Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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Material LoadMaterialDefault(void)
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{
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Material material = { 0 };
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material.shader = GetShaderDefault();
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material.maps[TEXMAP_DIFFUSE].tex = GetTextureDefault(); // White texture (1x1 pixel)
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//material.maps[TEXMAP_NORMAL].tex; // NOTE: By default, not set
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//material.maps[TEXMAP_SPECULAR].tex; // NOTE: By default, not set
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material.maps[TEXMAP_DIFFUSE].color = WHITE; // Diffuse color
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material.maps[TEXMAP_SPECULAR].color = WHITE; // Specular color
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return material;
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}
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// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
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Material LoadMaterialPBR(Texture2D hdr, Color albedo, float metalness, float roughness)
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{
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Material mat = { 0 };
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#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_TEXMAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
|
||||
mat.shader.locs[LOC_TEXMAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
|
||||
mat.shader.locs[LOC_TEXMAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
|
||||
mat.shader.locs[LOC_TEXMAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
|
||||
mat.shader.locs[LOC_TEXMAP_OCCUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
|
||||
mat.shader.locs[LOC_TEXMAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
|
||||
mat.shader.locs[LOC_TEXMAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
|
||||
mat.shader.locs[LOC_TEXMAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
|
||||
mat.shader.locs[LOC_TEXMAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
|
||||
mat.shader.locs[LOC_TEXMAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
|
||||
|
||||
// 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 up material properties color
|
||||
mat.maps[TEXMAP_ALBEDO].color = albedo;
|
||||
mat.maps[TEXMAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
|
||||
mat.maps[TEXMAP_METALNESS].value = metalness;
|
||||
mat.maps[TEXMAP_ROUGHNESS].value = roughness;
|
||||
mat.maps[TEXMAP_OCCLUSION].value = 1.0f;
|
||||
mat.maps[TEXMAP_EMISSION].value = 0.0f;
|
||||
mat.maps[TEXMAP_HEIGHT].value = 0.0f;
|
||||
|
||||
#define CUBEMAP_SIZE 1024 // Cubemap texture size
|
||||
#define IRRADIANCE_SIZE 32 // Irradiance map from cubemap texture size
|
||||
#define PREFILTERED_SIZE 256 // Prefiltered HDR environment map texture size
|
||||
#define BRDF_SIZE 512 // BRDF LUT texture map size
|
||||
|
||||
// Set up environment materials cubemap
|
||||
Texture2D cubemap = rlGenMapCubemap(hdr, CUBEMAP_SIZE);
|
||||
mat.maps[TEXMAP_IRRADIANCE].tex = rlGenMapIrradiance(cubemap, IRRADIANCE_SIZE);
|
||||
mat.maps[TEXMAP_PREFILTER].tex = rlGenMapPrefilter(cubemap, PREFILTERED_SIZE);
|
||||
mat.maps[TEXMAP_BRDF].tex = rlGenMapBRDF(cubemap, BRDF_SIZE);
|
||||
UnloadTexture(cubemap);
|
||||
|
||||
// NOTE: All maps textures are set to { 0 }
|
||||
|
||||
// Reset viewport dimensions to default
|
||||
rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
|
||||
|
||||
return mat;
|
||||
}
|
||||
|
||||
// Unload material from memory
|
||||
void UnloadMaterial(Material material)
|
||||
{
|
||||
// Unload material shader
|
||||
UnloadShader(material.shader);
|
||||
|
||||
// Unload loaded texture maps
|
||||
for (int i = 0; i < MAX_MATERIAL_TEXTURE_MAPS; i++)
|
||||
{
|
||||
// NOTE: We already check for (tex.id > 0) inside function
|
||||
rlDeleteTextures(material.maps[i].tex.id);
|
||||
}
|
||||
}
|
||||
|
||||
// Set material texture
|
||||
void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture)
|
||||
{
|
||||
mat->maps[texmapType].tex = texture;
|
||||
|
||||
// Update MaterialProperty use sampler state to use texture fetch instead of color attribute
|
||||
int location = -1;
|
||||
switch (texmapType)
|
||||
{
|
||||
case TEXMAP_ALBEDO:
|
||||
{
|
||||
location = GetShaderLocation(mat->shader, "albedo.useSampler");
|
||||
SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
|
||||
} break;
|
||||
case TEXMAP_NORMAL:
|
||||
{
|
||||
location = GetShaderLocation(mat->shader, "normals.useSampler");
|
||||
SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
|
||||
} break;
|
||||
case TEXMAP_METALNESS:
|
||||
{
|
||||
location = GetShaderLocation(mat->shader, "metalness.useSampler");
|
||||
SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
|
||||
} break;
|
||||
case TEXMAP_ROUGHNESS:
|
||||
{
|
||||
location = GetShaderLocation(mat->shader, "roughness.useSampler");
|
||||
SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
|
||||
} break;
|
||||
case TEXMAP_OCCLUSION:
|
||||
{
|
||||
location = GetShaderLocation(mat->shader, "occlusion.useSampler");
|
||||
SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
|
||||
} break;
|
||||
case TEXMAP_EMISSION:
|
||||
{
|
||||
location = GetShaderLocation(mat->shader, "emission.useSampler");
|
||||
SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
|
||||
} break;
|
||||
case TEXMAP_HEIGHT:
|
||||
{
|
||||
location = GetShaderLocation(mat->shader, "height.useSampler");
|
||||
SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
// Unset texture from material and unload it from GPU
|
||||
void UnsetMaterialTexture(Material *mat, int texmapType)
|
||||
{
|
||||
UnloadTexture(mat->maps[texmapType].tex);
|
||||
mat->maps[texmapType].tex = (Texture2D){ 0 };
|
||||
|
||||
// Update MaterialProperty use sampler state to use texture fetch instead of color attribute
|
||||
int location = -1;
|
||||
switch (texmapType)
|
||||
{
|
||||
case TEXMAP_ALBEDO:
|
||||
{
|
||||
location = GetShaderLocation(mat->shader, "albedo.useSampler");
|
||||
SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
|
||||
} break;
|
||||
case TEXMAP_NORMAL:
|
||||
{
|
||||
location = GetShaderLocation(mat->shader, "normals.useSampler");
|
||||
SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
|
||||
} break;
|
||||
case TEXMAP_METALNESS:
|
||||
{
|
||||
location = GetShaderLocation(mat->shader, "metalness.useSampler");
|
||||
SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
|
||||
} break;
|
||||
case TEXMAP_ROUGHNESS:
|
||||
{
|
||||
location = GetShaderLocation(mat->shader, "roughness.useSampler");
|
||||
SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
|
||||
} break;
|
||||
case TEXMAP_OCCLUSION:
|
||||
{
|
||||
location = GetShaderLocation(mat->shader, "occlusion.useSampler");
|
||||
SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
|
||||
} break;
|
||||
case TEXMAP_EMISSION:
|
||||
{
|
||||
location = GetShaderLocation(mat->shader, "emission.useSampler");
|
||||
SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
|
||||
} break;
|
||||
case TEXMAP_HEIGHT:
|
||||
{
|
||||
location = GetShaderLocation(mat->shader, "height.useSampler");
|
||||
SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw a model (with texture if set)
|
||||
void DrawModel(Model model, Vector3 position, float scale, Color tint)
|
||||
{
|
||||
|
@ -1225,9 +1481,9 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
|
|||
//Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
|
||||
|
||||
model.transform = MatrixMultiply(model.transform, matTransform);
|
||||
model.material.colDiffuse = tint; // TODO: Multiply tint color by diffuse color?
|
||||
model.material.maps[TEXMAP_DIFFUSE].color = tint; // TODO: Multiply tint color by diffuse color?
|
||||
|
||||
rlglDrawMesh(model.mesh, model.material, model.transform);
|
||||
rlDrawMesh(model.mesh, model.material, model.transform);
|
||||
}
|
||||
|
||||
// Draw a model wires (with texture if set)
|
||||
|
@ -1980,23 +2236,24 @@ static Material LoadMTL(const char *fileName)
|
|||
case 'a': // Ka float float float Ambient color (RGB)
|
||||
{
|
||||
sscanf(buffer, "Ka %f %f %f", &color.x, &color.y, &color.z);
|
||||
material.colAmbient.r = (unsigned char)(color.x*255);
|
||||
material.colAmbient.g = (unsigned char)(color.y*255);
|
||||
material.colAmbient.b = (unsigned char)(color.z*255);
|
||||
// TODO: Support ambient color
|
||||
//material.colAmbient.r = (unsigned char)(color.x*255);
|
||||
//material.colAmbient.g = (unsigned char)(color.y*255);
|
||||
//material.colAmbient.b = (unsigned char)(color.z*255);
|
||||
} break;
|
||||
case 'd': // Kd float float float Diffuse color (RGB)
|
||||
{
|
||||
sscanf(buffer, "Kd %f %f %f", &color.x, &color.y, &color.z);
|
||||
material.colDiffuse.r = (unsigned char)(color.x*255);
|
||||
material.colDiffuse.g = (unsigned char)(color.y*255);
|
||||
material.colDiffuse.b = (unsigned char)(color.z*255);
|
||||
material.maps[TEXMAP_DIFFUSE].color.r = (unsigned char)(color.x*255);
|
||||
material.maps[TEXMAP_DIFFUSE].color.g = (unsigned char)(color.y*255);
|
||||
material.maps[TEXMAP_DIFFUSE].color.b = (unsigned char)(color.z*255);
|
||||
} break;
|
||||
case 's': // Ks float float float Specular color (RGB)
|
||||
{
|
||||
sscanf(buffer, "Ks %f %f %f", &color.x, &color.y, &color.z);
|
||||
material.colSpecular.r = (unsigned char)(color.x*255);
|
||||
material.colSpecular.g = (unsigned char)(color.y*255);
|
||||
material.colSpecular.b = (unsigned char)(color.z*255);
|
||||
material.maps[TEXMAP_SPECULAR].color.r = (unsigned char)(color.x*255);
|
||||
material.maps[TEXMAP_SPECULAR].color.g = (unsigned char)(color.y*255);
|
||||
material.maps[TEXMAP_SPECULAR].color.b = (unsigned char)(color.z*255);
|
||||
} break;
|
||||
case 'e': // Ke float float float Emmisive color (RGB)
|
||||
{
|
||||
|
@ -2012,7 +2269,7 @@ static Material LoadMTL(const char *fileName)
|
|||
int shininess = 0;
|
||||
sscanf(buffer, "Ns %i", &shininess);
|
||||
|
||||
material.glossiness = (float)shininess;
|
||||
//material.params[PARAM_GLOSSINES] = (float)shininess;
|
||||
}
|
||||
else if (buffer[1] == 'i') // Ni int Refraction index.
|
||||
{
|
||||
|
@ -2028,12 +2285,12 @@ static Material LoadMTL(const char *fileName)
|
|||
if (buffer[5] == 'd') // map_Kd string Diffuse color texture map.
|
||||
{
|
||||
result = sscanf(buffer, "map_Kd %s", mapFileName);
|
||||
if (result != EOF) material.texDiffuse = LoadTexture(mapFileName);
|
||||
if (result != EOF) material.maps[TEXMAP_DIFFUSE].tex = LoadTexture(mapFileName);
|
||||
}
|
||||
else if (buffer[5] == 's') // map_Ks string Specular color texture map.
|
||||
{
|
||||
result = sscanf(buffer, "map_Ks %s", mapFileName);
|
||||
if (result != EOF) material.texSpecular = LoadTexture(mapFileName);
|
||||
if (result != EOF) material.maps[TEXMAP_SPECULAR].tex = LoadTexture(mapFileName);
|
||||
}
|
||||
else if (buffer[5] == 'a') // map_Ka string Ambient color texture map.
|
||||
{
|
||||
|
@ -2043,12 +2300,12 @@ static Material LoadMTL(const char *fileName)
|
|||
case 'B': // map_Bump string Bump texture map.
|
||||
{
|
||||
result = sscanf(buffer, "map_Bump %s", mapFileName);
|
||||
if (result != EOF) material.texNormal = LoadTexture(mapFileName);
|
||||
if (result != EOF) material.maps[TEXMAP_NORMAL].tex = LoadTexture(mapFileName);
|
||||
} break;
|
||||
case 'b': // map_bump string Bump texture map.
|
||||
{
|
||||
result = sscanf(buffer, "map_bump %s", mapFileName);
|
||||
if (result != EOF) material.texNormal = LoadTexture(mapFileName);
|
||||
if (result != EOF) material.maps[TEXMAP_NORMAL].tex = LoadTexture(mapFileName);
|
||||
} break;
|
||||
case 'd': // map_d string Opacity texture map.
|
||||
{
|
||||
|
@ -2063,7 +2320,7 @@ static Material LoadMTL(const char *fileName)
|
|||
{
|
||||
float alpha = 1.0f;
|
||||
sscanf(buffer, "d %f", &alpha);
|
||||
material.colDiffuse.a = (unsigned char)(alpha*255);
|
||||
material.maps[TEXMAP_DIFFUSE].color.a = (unsigned char)(alpha*255);
|
||||
}
|
||||
else if (buffer[1] == 'i') // disp string Displacement map
|
||||
{
|
||||
|
@ -2073,13 +2330,13 @@ static Material LoadMTL(const char *fileName)
|
|||
case 'b': // bump string Bump texture map
|
||||
{
|
||||
result = sscanf(buffer, "bump %s", mapFileName);
|
||||
if (result != EOF) material.texNormal = LoadTexture(mapFileName);
|
||||
if (result != EOF) material.maps[TEXMAP_NORMAL].tex = LoadTexture(mapFileName);
|
||||
} break;
|
||||
case 'T': // Tr float Transparency Tr (alpha). Tr is inverse of d
|
||||
{
|
||||
float ialpha = 0.0f;
|
||||
sscanf(buffer, "Tr %f", &ialpha);
|
||||
material.colDiffuse.a = (unsigned char)((1.0f - ialpha)*255);
|
||||
material.maps[TEXMAP_DIFFUSE].color.a = (unsigned char)((1.0f - ialpha)*255);
|
||||
|
||||
} break;
|
||||
case 'r': // refl string Reflection texture map
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue