* basic pbr example pbr implementation includes rpbr.h and few shader files header only file, which self contain everything needed for pbr rendering. Few textures and one model of the car which is under free licence which is included inside basic_pbr.c example file currently supported shader versions are 120 and 330 , version 100 has small issue which I have to resolve * Unloading PBRMAterial I forgot unloading PBRMaterial * fix small issue with texOffset assigment. value was Vector4 at first but I found out it would be unclear for and users, so I change to have two Vector2 instead, but forgot to assign offset . * Changed size of textures and file name changed Changed size of textures from 2048x2048 to 1024x1024 and file name changed to shaders_basic_pbr.c , Added the function PBRModel PBRModelLoadFromMesh(Mesh mesh); but GenMeshPlane(2, 2.0, 3, 3) culdn't be used because it crash once GenMeshTangents() is used with that plane mesh * Update to 5.5 version of eexample and fix to work in web set GLSL_VERSION 100 set precision highp float; removed in keyword fix for loop has to use only constant * Update shader_basic_pbr example to work on web changed to GLSL_VERSION 100 update glsl100 shader set float precision to highp removed keyword in change for loop tu use constant value gives an error * Update shader_basic_pbr example to work on web changed to GLSL_VERSION 100 update glsl100 shader set float precision to highp removed keyword in change for loop tu use constant value gives an error * removed rpbr.h removed rpbr.h
334 lines
16 KiB
C
334 lines
16 KiB
C
/*******************************************************************************************
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*
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* raylib [shaders] example - Basic PBR
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*
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* Example originally created with raylib 5.0, last time updated with raylib 5.1-dev
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*
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* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad)
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*
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* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
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* licensed under Creative Commons Attribution-NonCommercial
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* (http://creativecommons.org/licenses/by-nc/4.0/)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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#include <stdlib.h> // Required for: NULL
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#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Light type
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typedef enum {
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LIGHT_DIRECTIONAL = 0,
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LIGHT_POINT,
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LIGHT_SPOT
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} LightType;
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// Light data
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typedef struct {
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int type;
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int enabled;
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Vector3 position;
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Vector3 target;
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float color[4];
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float intensity;
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// Shader light parameters locations
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int typeLoc;
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int enabledLoc;
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int positionLoc;
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int targetLoc;
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int colorLoc;
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int intensityLoc;
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} Light;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static int lightCount = 0; // Current number of dynamic lights that have been created
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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// Create a light and get shader locations
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static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader);
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// Update light properties on shader
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// NOTE: Light shader locations should be available
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static void UpdateLight(Shader shader, Light light);
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//----------------------------------------------------------------------------------
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// Main Entry Point
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//----------------------------------------------------------------------------------
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load PBR shader and setup all required locations
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
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shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(shader, "albedoMap");
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// WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture
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// They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience,
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// shader already takes care of it accordingly
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shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap");
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shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
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// WARNING: Similar to the MRA map, the emissive map packs different information
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// into a single texture: it stores height and emission data
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// It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader
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shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap");
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shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor");
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// Setup additional required shader locations, including lights data
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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int lightCountLoc = GetShaderLocation(shader, "numOfLights");
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int maxLightCount = MAX_LIGHTS;
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SetShaderValue(shader, lightCountLoc, &maxLightCount, SHADER_UNIFORM_INT);
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// Setup ambient color and intensity parameters
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float ambientIntensity = 0.02f;
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Color ambientColor = (Color){ 26, 32, 135, 255 };
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Vector3 ambientColorNormalized = (Vector3){ ambientColor.r/255.0f, ambientColor.g/255.0f, ambientColor.b/255.0f };
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SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), &ambientColorNormalized, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, SHADER_UNIFORM_FLOAT);
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// Get location for shader parameters that can be modified in real time
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int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
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int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
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int textureTilingLoc = GetShaderLocation(shader, "tiling");
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// Load old car model using PBR maps and shader
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// WARNING: We know this model consists of a single model.meshes[0] and
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// that model.materials[0] is by default assigned to that mesh
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// There could be more complex models consisting of multiple meshes and
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// multiple materials defined for those meshes... but always 1 mesh = 1 material
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Model car = LoadModel("resources/models/old_car_new.glb");
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// Assign already setup PBR shader to model.materials[0], used by models.meshes[0]
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car.materials[0].shader = shader;
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// Setup materials[0].maps default parameters
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car.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
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car.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
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car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
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car.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
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car.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 };
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// Setup materials[0].maps default textures
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car.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png");
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car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png");
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car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png");
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car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png");
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// Load floor model mesh and assign material parameters
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// NOTE: A basic plane shape can be generated instead of being loaded from a model file
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Model floor = LoadModel("resources/models/plane.glb");
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//Mesh floorMesh = GenMeshPlane(10, 10, 10, 10);
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//GenMeshTangents(&floorMesh); // TODO: Review tangents generation
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//Model floor = LoadModelFromMesh(floorMesh);
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// Assign material shader for our floor model, same PBR shader
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floor.materials[0].shader = shader;
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floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
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floor.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f;
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floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f;
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floor.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
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floor.materials[0].maps[MATERIAL_MAP_EMISSION].color = BLACK;
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floor.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/road_a.png");
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floor.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/road_mra.png");
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floor.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/road_n.png");
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// Models texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED)
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// NOTE: Material.params[4] are available for generic parameters storage (float)
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Vector2 carTextureTiling = (Vector2){ 0.5f, 0.5f };
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Vector2 floorTextureTiling = (Vector2){ 0.5f, 0.5f };
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// Create some lights
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Light lights[MAX_LIGHTS] = { 0 };
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lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, YELLOW, 4.0f, shader);
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lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, GREEN, 3.3f, shader);
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lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, RED, 8.3f, shader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, BLUE, 2.0f, shader);
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// Setup material texture maps usage in shader
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// NOTE: By default, the texture maps are always used
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int usage = 1;
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SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &usage, SHADER_UNIFORM_INT);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT);
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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, CAMERA_ORBITAL);
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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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float cameraPos[3] = {camera.position.x, camera.position.y, camera.position.z};
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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// Check key inputs to enable/disable lights
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if (IsKeyPressed(KEY_ONE)) { lights[2].enabled = !lights[2].enabled; }
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if (IsKeyPressed(KEY_TWO)) { lights[1].enabled = !lights[1].enabled; }
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if (IsKeyPressed(KEY_THREE)) { lights[3].enabled = !lights[3].enabled; }
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if (IsKeyPressed(KEY_FOUR)) { lights[0].enabled = !lights[0].enabled; }
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// Update light values on shader (actually, only enable/disable them)
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for (int i = 0; i < MAX_LIGHTS; i++) UpdateLight(shader, lights[i]);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(BLACK);
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BeginMode3D(camera);
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// Set floor model texture tiling and emissive color parameters on shader
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SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2);
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Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
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SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, SHADER_UNIFORM_VEC4);
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DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model
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// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
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SetShaderValue(shader, textureTilingLoc, &carTextureTiling, SHADER_UNIFORM_VEC2);
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Vector4 carEmissiveColor = ColorNormalize(car.materials[0].maps[MATERIAL_MAP_EMISSION].color);
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SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, SHADER_UNIFORM_VEC4);
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float emissiveIntensity = 0.01f;
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SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT);
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DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.25f, WHITE); // Draw car model
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// Draw spheres to show the lights positions
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 };
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if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
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else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
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}
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EndMode3D();
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DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
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DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
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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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// Unbind (disconnect) shader from car.material[0]
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// to avoid UnloadMaterial() trying to unload it automatically
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car.materials[0].shader = (Shader){ 0 };
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UnloadMaterial(car.materials[0]);
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car.materials[0].maps = NULL;
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UnloadModel(car);
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floor.materials[0].shader = (Shader){ 0 };
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UnloadMaterial(floor.materials[0]);
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floor.materials[0].maps = NULL;
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UnloadModel(floor);
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UnloadShader(shader); // Unload Shader
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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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// Create light with provided data
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// NOTE: It updated the global lightCount and it's limited to MAX_LIGHTS
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static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader)
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{
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Light light = { 0 };
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if (lightCount < MAX_LIGHTS)
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{
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light.enabled = 1;
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light.type = type;
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light.position = position;
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light.target = target;
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light.color[0] = (float)color.r/255.0f;
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light.color[1] = (float)color.g/255.0f;
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light.color[2] = (float)color.b/255.0f;
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light.color[3] = (float)color.a/255.0f;
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light.intensity = intensity;
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// NOTE: Shader parameters names for lights must match the requested ones
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light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount));
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light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount));
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light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightCount));
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light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount));
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light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount));
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light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount));
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UpdateLight(shader, light);
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lightCount++;
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}
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return light;
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}
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// Send light properties to shader
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// NOTE: Light shader locations should be available
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static void UpdateLight(Shader shader, Light light)
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{
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SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
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SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
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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.positionLoc, position, SHADER_UNIFORM_VEC3);
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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, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, light.colorLoc, light.color, SHADER_UNIFORM_VEC4);
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SetShaderValue(shader, light.intensityLoc, &light.intensity, SHADER_UNIFORM_FLOAT);
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}
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