185 lines
7.7 KiB
C
185 lines
7.7 KiB
C
/*******************************************************************************************
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*
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* raylib [models] example - PBR material
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*
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* This example has been created using raylib 1.8 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2017 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#define MAX_LIGHTS 4 // Max lights supported by shader
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#define LIGHT_DISTANCE 3.5f // Light distance from world center
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#define LIGHT_HEIGHT 1.0f // Light height position
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typedef enum {
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LIGHT_DIRECTIONAL,
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LIGHT_POINT
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} LightType;
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typedef struct {
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bool enabled;
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LightType type;
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Vector3 position;
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Vector3 target;
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Color color;
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int enabledLoc;
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int typeLoc;
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int posLoc;
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int targetLoc;
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int colorLoc;
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} Light;
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int lightsCount = 0; // Current amount of created lights
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Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader); // Defines a light and get locations from PBR shader
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void UpdateLightValues(Shader shader, Light light); // Send to PBR shader light values
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
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// Define the camera to look into our 3d world
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Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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// Load model and PBR material
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Model model = LoadModel("resources/pbr/trooper.obj");
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Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
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model.material = LoadMaterialPBR(texHDR, (Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
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SetMaterialTexture(&model.material, TEXMAP_ALBEDO, LoadTexture("resources/pbr/trooper_albedo.png"));
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SetMaterialTexture(&model.material, TEXMAP_NORMAL, LoadTexture("resources/pbr/trooper_normals.png"));
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SetMaterialTexture(&model.material, TEXMAP_METALNESS, LoadTexture("resources/pbr/trooper_metalness.png"));
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SetMaterialTexture(&model.material, TEXMAP_ROUGHNESS, LoadTexture("resources/pbr/trooper_roughness.png"));
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SetMaterialTexture(&model.material, TEXMAP_OCCLUSION, LoadTexture("resources/pbr/trooper_ao.png"));
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// Set textures filtering for better quality
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SetTextureFilter(model.material.maps[TEXMAP_ALBEDO].tex, FILTER_BILINEAR);
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SetTextureFilter(model.material.maps[TEXMAP_NORMAL].tex, FILTER_BILINEAR);
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SetTextureFilter(model.material.maps[TEXMAP_METALNESS].tex, FILTER_BILINEAR);
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SetTextureFilter(model.material.maps[TEXMAP_ROUGHNESS].tex, FILTER_BILINEAR);
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SetTextureFilter(model.material.maps[TEXMAP_OCCLUSION].tex, FILTER_BILINEAR);
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int renderModeLoc = GetShaderLocation(model.material.shader, "renderMode");
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SetShaderValuei(model.material.shader, renderModeLoc, (int[1]){ 0 }, 1);
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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// Define lights attributes
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Light lights[MAX_LIGHTS] = { CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.material.shader),
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CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader),
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CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.shader),
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CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.material.shader) };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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// Send to material PBR shader camera view position
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, 3);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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DrawModel(model, VectorZero(), 1.0f, WHITE);
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DrawGrid(10, 1.0f);
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End3dMode();
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(model); // Unload skybox model
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Defines a light and get locations from PBR shader
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Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader)
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{
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Light light = { 0 };
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if (lightsCount < MAX_LIGHTS)
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{
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light.enabled = true;
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light.type = type;
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light.position = pos;
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light.target = targ;
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light.color = color;
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char enabledName[32] = "lights[x].enabled\0";
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char typeName[32] = "lights[x].type\0";
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char posName[32] = "lights[x].position\0";
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char targetName[32] = "lights[x].target\0";
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char colorName[32] = "lights[x].color\0";
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enabledName[7] = '0' + lightsCount;
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typeName[7] = '0' + lightsCount;
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posName[7] = '0' + lightsCount;
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targetName[7] = '0' + lightsCount;
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colorName[7] = '0' + lightsCount;
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light.enabledLoc = GetShaderLocation(shader, enabledName);
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light.typeLoc = GetShaderLocation(shader, typeName);
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light.posLoc = GetShaderLocation(shader, posName);
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light.targetLoc = GetShaderLocation(shader, targetName);
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light.colorLoc = GetShaderLocation(shader, colorName);
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UpdateLightValues(shader, light);
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lightsCount++;
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}
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return light;
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}
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// Send to PBR shader light values
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void UpdateLightValues(Shader shader, Light light)
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{
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// Send to shader light enabled state and type
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SetShaderValuei(shader, light.enabledLoc, (int[1]){ light.enabled }, 1);
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SetShaderValuei(shader, light.typeLoc, (int[1]){ light.type }, 1);
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// Send to shader light position values
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float position[3] = { light.position.x, light.position.y, light.position.z };
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SetShaderValue(shader, light.posLoc, position, 3);
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// Send to shader light target position values
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float target[3] = { light.target.x, light.target.y, light.target.z };
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SetShaderValue(shader, light.targetLoc, target, 3);
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// Send to shader light color values
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float diff[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 };
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SetShaderValue(shader, light.colorLoc, diff, 4);
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}
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