diff --git a/examples/shaders/shaders_basic_pbr.c b/examples/shaders/shaders_basic_pbr.c index 11e423d6b..685181d75 100644 --- a/examples/shaders/shaders_basic_pbr.c +++ b/examples/shaders/shaders_basic_pbr.c @@ -1,35 +1,43 @@ /******************************************************************************************* * -* raylib [core] example - Model Defuse Normal Shader (adapted for HTML5 platform) +* raylib [shaders] example - Basic PBR * -* This example is prepared to compile for PLATFORM_WEB and PLATFORM_DESKTOP -* As you will notice, code structure is slightly different to the other examples... -* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning +* Example originally created with raylib 5.0, last time updated with raylib 5.1-dev * -* This example has been created using raylib 5.0 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad) +* +* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox, +* licensed under Creative Commons Attribution-NonCommercial +* (http://creativecommons.org/licenses/by-nc/4.0/) * -* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad) 2015 Ramon Santamaria (@raysan5) -* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/). ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_WEB) -#include + #include #endif #if defined(PLATFORM_DESKTOP) -#define GLSL_VERSION 330 + #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB -#define GLSL_VERSION 120 + #define GLSL_VERSION 120 #endif #include // Required for: NULL #define MAX_LIGHTS 4 // Max dynamic lights supported by shader -int lightsCount; // Current number of dynamic lights that have been created +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- + +// Light data typedef struct { int enabled; int type; @@ -44,20 +52,29 @@ typedef struct { int targetLoc; int colorLoc; int intensityLoc; -} PBRLight; +} Light; +// Light type typedef enum { LIGHT_DIRECTIONAL = 0, LIGHT_POINT, LIGHT_SPOT -} PBRLightType; +} LightType; +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +static int lightCount = 0; // Current number of dynamic lights that have been created + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- // Create a light and get shader locations -PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader); +static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader); -// Send light properties to shader +// Update light properties on shader // NOTE: Light shader locations should be available -void PBRLightUpdate(Shader shader, PBRLight light); +static void UpdateLight(Shader shader, Light light); //---------------------------------------------------------------------------------- // Main Entry Point @@ -80,59 +97,73 @@ int main() camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera projection type - - Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs",GLSL_VERSION), - TextFormat("resources/shaders/glsl%i/pbr.fs",GLSL_VERSION)); + // Load PBR shader and setup all required locations + Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION)); shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(shader, "albedoMap"); - // In reality, metalness, roughness, and ambient occlusion are all packed into the MRA texture - // We'll pass it in as the metalness map + // WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture + // They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience, + // shader already takes care of it accordingly shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap"); shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap"); - // Similarly to the MRA map, the emissive map packs different information into a single texture - // This map stores both height and emission in reality + // WARNING: Similar to the MRA map, the emissive map packs different information + // into a single texture: it stores height and emission data + // It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap"); shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor"); + // Setup additional required shader locations, including lights data shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); - int numOfLightsLoc = GetShaderLocation(shader, "numOfLights"); - int numOfLights = 4; - SetShaderValue(shader, numOfLightsLoc, &numOfLights, SHADER_UNIFORM_INT); + int lightCountLoc = GetShaderLocation(shader, "numOfLights"); + int maxLightCount = MAX_LIGHTS; + SetShaderValue(shader, lightCountLoc, &maxLightCount, SHADER_UNIFORM_INT); - Color ambCol = (Color){ 26,32,135,255 }; - Vector3 ambColNormalized = (Vector3){ ambCol.r / 255.0f, ambCol.g / 255.0f, ambCol.b / 255.0f }; - float ambIntens = 0.02; + // Setup ambient color and intensity parameters + Color ambientColor = (Color){ 26, 32, 135, 255 }; + Vector3 ambientColorNormalized = (Vector3){ ambientColor.r/255.0f, ambientColor.g/255.0f, ambientColor.b/255.0f }; + float ambientIntensity = 0.02; int albedoLoc = GetShaderLocation(shader, "albedo"); - int ambColLoc = GetShaderLocation(shader, "ambientColor"); - int ambLoc = GetShaderLocation(shader, "ambient"); - SetShaderValue(shader, ambColLoc, &ambColNormalized, SHADER_UNIFORM_VEC3); - SetShaderValue(shader, ambLoc, &ambIntens, SHADER_UNIFORM_FLOAT); + int ambientColorLoc = GetShaderLocation(shader, "ambientColor"); + int ambientLoc = GetShaderLocation(shader, "ambient"); + SetShaderValue(shader, ambientColorLoc, &ambientColorNormalized, SHADER_UNIFORM_VEC3); + SetShaderValue(shader, ambientLoc, &ambientIntensity, SHADER_UNIFORM_FLOAT); int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower"); int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor"); int textureTilingLoc = GetShaderLocation(shader, "tiling"); - Model model = LoadModel("resources/models/old_car_new.glb"); - // If the OBJ file format is used, we will have to generate tangents manually: - // GenMeshTangents(&model.meshes[0]); + // Load old car model using PBR maps and shader + // WARNING: We know this model consists of a single model.meshes[0] and + // that model.materials[0] is by default assigned to that mesh + // There could be more complex models consisting of multiple meshes and + // multiple materials defined for those meshes... but always 1 mesh = 1 material + Model car = LoadModel("resources/models/old_car_new.glb"); - model.materials[0].shader = shader; + // Assign already setup PBR shader to model.materials[0], used by models.meshes[0] + car.materials[0].shader = shader; - model.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE; - model.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f; - model.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f; - model.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; - model.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 }; + // Setup materials[0].maps default parameters + car.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE; + car.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f; + car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f; + car.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; + car.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 }; - model.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png"); - model.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png"); - model.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png"); - model.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png"); - // We store tiling parameters in the generic parameter slots in the Material class - Vector2 modelTiling = (Vector2){ 0.5f, 0.5f }; + // Setup materials[0].maps default textures + car.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png"); + car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png"); + car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png"); + car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png"); + + // Old car model texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED) + // NOTE: Material.params[4] are available for generic parameters storage (float) + Vector2 carTextureTiling = (Vector2){ 0.5f, 0.5f }; + // Load floor model mesh and assign material parameters Model floor = LoadModel("resources/models/plane.glb"); + // Assign material shader for our floor model, same PBR shader floor.materials[0].shader = shader; floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE; @@ -145,25 +176,27 @@ int main() floor.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/road_mra.png"); floor.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/road_n.png"); - Vector2 floorTiling = (Vector2){ 0.5f, 0.5f }; + // Floor texture tiling parameter + Vector2 floorTextureTiling = (Vector2){ 0.5f, 0.5f }; - // Create lights - PBRLight lights[MAX_LIGHTS] = { 0 }; - lights[0] = PBRLightCreate(LIGHT_POINT, (Vector3){ -1, 1, -2 }, (Vector3){0,0,0}, YELLOW,4, shader); - lights[1] = PBRLightCreate(LIGHT_POINT, (Vector3){ 2, 1, 1 }, (Vector3){0,0,0}, GREEN,3.3, shader); - lights[2] = PBRLightCreate(LIGHT_POINT, (Vector3){ -2, 1, 1 }, (Vector3){0,0,0}, RED,8.3, shader); - lights[3] = PBRLightCreate(LIGHT_POINT, (Vector3){ 1, 1, -2 }, (Vector3){0,0,0}, BLUE,2, shader); + // Create some lights + Light lights[MAX_LIGHTS] = { 0 }; + lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -1, 1, -2 }, (Vector3){0,0,0}, YELLOW,4, shader); + lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 1 }, (Vector3){0,0,0}, GREEN,3.3, shader); + lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 1 }, (Vector3){0,0,0}, RED,8.3, shader); + lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 1, 1, -2 }, (Vector3){0,0,0}, BLUE,2, shader); - // The textures are always used - int one = 1; - SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &one, SHADER_UNIFORM_INT); - SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &one, SHADER_UNIFORM_INT); - SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &one, SHADER_UNIFORM_INT); - SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &one, SHADER_UNIFORM_INT); + // Setup material texture maps usage in shader + // NOTE: By default, the texture maps are always used + int usage = 1; + SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &usage, SHADER_UNIFORM_INT); + SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT); + SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT); + SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //--------------------------------------------------------------------------------------- - SetTargetFPS(60); // Set our game to run at 60 frames-per-second------------------------------------------------------------- - - int emissiveCnt = 0; // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { @@ -181,8 +214,8 @@ int main() if (IsKeyPressed(KEY_R)) { lights[2].enabled = !lights[2].enabled; } if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; } - // Update light values (actually, only enable/disable them) - for (int i = 0; i < MAX_LIGHTS; i++) PBRLightUpdate(shader, lights[i]); + // Update light values on shader (actually, only enable/disable them) + for (int i = 0; i < MAX_LIGHTS; i++) UpdateLight(shader, lights[i]); //---------------------------------------------------------------------------------- // Draw @@ -193,53 +226,58 @@ int main() BeginMode3D(camera); - SetShaderValue(shader, textureTilingLoc, &floorTiling, SHADER_UNIFORM_VEC2); - Vector4 floorEmission = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color); - SetShaderValue(shader, emissiveColorLoc, &floorEmission, SHADER_UNIFORM_VEC4); - DrawModel(floor, (Vector3){0,0,0}, 5.0f, WHITE); + // Set floor model texture tiling and emissive color parameters on shader + SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2); + Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color); + SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, SHADER_UNIFORM_VEC4); + + DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model - emissiveCnt--; - if (emissiveCnt <= 0) - { - emissiveCnt = GetRandomValue(0, 20); - float intensity = (float)GetRandomValue(0, 100) / 100; - SetShaderValue(shader, emissiveIntensityLoc, &intensity, SHADER_UNIFORM_FLOAT); - } - SetShaderValue(shader, textureTilingLoc, &modelTiling, SHADER_UNIFORM_VEC2); - Vector4 modelEmission = ColorNormalize(model.materials[0].maps[MATERIAL_MAP_EMISSION].color); - SetShaderValue(shader, emissiveColorLoc, &modelEmission, SHADER_UNIFORM_VEC4); - DrawModel(model, (Vector3) {0, 0.0, 0}, 0.005, WHITE); + // Set old car model texture tiling, emissive color and emissive intensity parameters on shader + SetShaderValue(shader, textureTilingLoc, &carTextureTiling, SHADER_UNIFORM_VEC2); + Vector4 carEmissiveColor = ColorNormalize(car.materials[0].maps[MATERIAL_MAP_EMISSION].color); + SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, SHADER_UNIFORM_VEC4); + float emissiveIntensity = 0.01f; + SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT); + + DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.005f, WHITE); // Draw car model - // Draw spheres to show where the lights are + // Draw spheres to show the lights positions for (int i = 0; i < MAX_LIGHTS; i++) { - Color col = (Color) {lights[i].color[0] * 255, lights[i].color[1] * 255, lights[i].color[2] * 255, - lights[i].color[3] * 255}; - if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, col); - else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(col, 0.3f)); + Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 }; + + if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor); + else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f)); } EndMode3D(); + + DrawText("Toggle lights: [Y][R][G][B]", 10, 40, 20, LIGHTGRAY); DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY); + DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } - //-------------------------------------------------------------------------------------- // De-Initialization //-------------------------------------------------------------------------------------- - model.materials[0].shader = (Shader){ 0 }; + // Unbind (disconnect) shader from car.material[0] + // to avoid UnloadMaterial() trying to unload it automatically + car.materials[0].shader = (Shader){ 0 }; + UnloadMaterial(car.materials[0]); + car.materials[0].maps = NULL; + UnloadModel(car); + floor.materials[0].shader = (Shader){ 0 }; - UnloadMaterial(model.materials[0]); UnloadMaterial(floor.materials[0]); - model.materials[0].maps = NULL; floor.materials[0].maps = NULL; - UnloadModel(floor); // Unload model - UnloadModel(model); // Unload model - UnloadShader(shader); // Unload Shader + UnloadModel(floor); + + UnloadShader(shader); // Unload Shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- @@ -247,11 +285,13 @@ int main() return 0; } -PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader) +// Create light with provided data +// NOTE: It updated the global lightCount and it's limited to MAX_LIGHTS +static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader) { - PBRLight light = { 0 }; + Light light = { 0 }; - if (lightsCount < MAX_LIGHTS) + if (lightCount < MAX_LIGHTS) { light.enabled = 1; light.type = type; @@ -263,15 +303,15 @@ PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, light.color[3] = (float)color.a / (float)255; light.intensity = intensity; // NOTE: Lighting shader naming must be the provided ones - light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount)); - light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount)); - light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount)); - light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount)); - light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount)); - light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightsCount)); - PBRLightUpdate(shader, light); + light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount)); + light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount)); + light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightCount)); + light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount)); + light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount)); + light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount)); + UpdateLight(shader, light); - lightsCount++; + lightCount++; } return light; @@ -279,10 +319,11 @@ PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color, // Send light properties to shader // NOTE: Light shader locations should be available -void PBRLightUpdate(Shader shader, PBRLight light) +static void UpdateLight(Shader shader, Light light) { SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT); SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT); + // Send to shader light position values float position[3] = { light.position.x, light.position.y, light.position.z }; SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3); diff --git a/examples/shaders/shaders_basic_pbr.png b/examples/shaders/shaders_basic_pbr.png new file mode 100644 index 000000000..1150ebffa Binary files /dev/null and b/examples/shaders/shaders_basic_pbr.png differ