diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 9c531ea59..fc447dbbc 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -20,7 +20,7 @@ #define RLIGHTS_IMPLEMENTATION #include "rlights.h" -#define CUBEMAP_SIZE 512 // Cubemap texture size +#define CUBEMAP_SIZE 1024 // 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 @@ -51,7 +51,7 @@ int main(void) // Mesh tangents are generated... and uploaded to GPU // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO - MeshTangents(&model.meshes[0]); + //MeshTangents(&model.meshes[0]); model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f); @@ -117,6 +117,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) { Material mat = LoadMaterialDefault(); // Initialize material to default + // Load PBR shader (requires several maps) #if defined(PLATFORM_DESKTOP) mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs"); #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB @@ -148,60 +149,13 @@ 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"); - // Load equirectangular to cubemap shader -#if defined(PLATFORM_DESKTOP) - Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs"); -#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB - Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs"); -#endif - - // Load irradiance (GI) calculation shader -#if defined(PLATFORM_DESKTOP) - Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs"); -#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB - Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs"); -#endif - - // Load reflection prefilter calculation shader -#if defined(PLATFORM_DESKTOP) - Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs"); -#else - Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs"); -#endif - - // Load bidirectional reflectance distribution function shader -#if defined(PLATFORM_DESKTOP) - Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs"); -#else - Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs"); -#endif - - // Setup required shader locations - SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); - SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); - SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); - - 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, 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 SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT); SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT); @@ -220,6 +174,59 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) mat.maps[MAP_OCCLUSION].value = 1.0f; mat.maps[MAP_EMISSION].value = 0.5f; mat.maps[MAP_HEIGHT].value = 0.5f; + + // Generate cubemap from panorama texture + //-------------------------------------------------------------------------------------------------------- + Texture2D panorama = LoadTexture("resources/dresden_square.hdr"); + // Load equirectangular to cubemap shader +#if defined(PLATFORM_DESKTOP) + Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs"); +#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB + Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs"); +#endif + SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); + TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, UNCOMPRESSED_R32G32B32); + UnloadTexture(panorama); + UnloadShader(shdrCubemap); + //-------------------------------------------------------------------------------------------------------- + + // Generate irradiance map from cubemap texture + //-------------------------------------------------------------------------------------------------------- + // Load irradiance (GI) calculation shader +#if defined(PLATFORM_DESKTOP) + Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs"); +#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB + Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs"); +#endif + SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); + mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); + UnloadShader(shdrIrradiance); + //-------------------------------------------------------------------------------------------------------- + + // Generate prefilter map from cubemap texture + //-------------------------------------------------------------------------------------------------------- + // Load reflection prefilter calculation shader +#if defined(PLATFORM_DESKTOP) + Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs"); +#else + Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs"); +#endif + SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); + mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); + UnloadTexture(cubemap); + UnloadShader(shdrPrefilter); + //-------------------------------------------------------------------------------------------------------- + + // Generate BRDF (bidirectional reflectance distribution function) texture (using shader) + //-------------------------------------------------------------------------------------------------------- +#if defined(PLATFORM_DESKTOP) + Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs"); +#else + Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs"); +#endif + mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE); + UnloadShader(shdrBRDF); + //-------------------------------------------------------------------------------------------------------- return mat; }