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@@ -20,7 +20,7 @@
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#define RLIGHTS_IMPLEMENTATION
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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#include "rlights.h"
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-#define CUBEMAP_SIZE 512 // Cubemap texture size
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+#define CUBEMAP_SIZE 1024 // Cubemap texture size
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#define IRRADIANCE_SIZE 32 // Irradiance texture size
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#define IRRADIANCE_SIZE 32 // Irradiance texture size
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#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
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#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
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#define BRDF_SIZE 512 // BRDF LUT texture size
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#define BRDF_SIZE 512 // BRDF LUT texture size
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@@ -51,7 +51,7 @@ int main(void)
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// Mesh tangents are generated... and uploaded to GPU
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// Mesh tangents are generated... and uploaded to GPU
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// NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
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// NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
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- MeshTangents(&model.meshes[0]);
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+ //MeshTangents(&model.meshes[0]);
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model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
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model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
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@@ -117,6 +117,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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{
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{
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Material mat = LoadMaterialDefault(); // Initialize material to default
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Material mat = LoadMaterialDefault(); // Initialize material to default
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+ // Load PBR shader (requires several maps)
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
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mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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@@ -148,78 +149,84 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
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mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
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mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
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mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
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+ // Set textures filtering for better quality
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+ SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
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+ SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
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+ SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
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+ SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
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+ SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
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+
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+ // Enable sample usage in shader for assigned textures
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+ SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
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+ SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
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+ SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
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+ SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
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+ SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
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+
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+ int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
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+ SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT);
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+
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+ // Set up material properties color
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+ mat.maps[MAP_ALBEDO].color = albedo;
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+ mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
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+ mat.maps[MAP_METALNESS].value = metalness;
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+ mat.maps[MAP_ROUGHNESS].value = roughness;
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+ mat.maps[MAP_OCCLUSION].value = 1.0f;
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+ mat.maps[MAP_EMISSION].value = 0.5f;
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+ mat.maps[MAP_HEIGHT].value = 0.5f;
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+
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+ // Generate cubemap from panorama texture
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+ //--------------------------------------------------------------------------------------------------------
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+ Texture2D panorama = LoadTexture("resources/dresden_square.hdr");
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// Load equirectangular to cubemap shader
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// Load equirectangular to cubemap shader
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
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Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
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Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
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#endif
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#endif
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-
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+ SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
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+ TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, UNCOMPRESSED_R32G32B32);
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+ UnloadTexture(panorama);
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+ UnloadShader(shdrCubemap);
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+ //--------------------------------------------------------------------------------------------------------
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+
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+ // Generate irradiance map from cubemap texture
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+ //--------------------------------------------------------------------------------------------------------
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// Load irradiance (GI) calculation shader
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// Load irradiance (GI) calculation shader
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs");
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Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs");
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
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Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
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#endif
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#endif
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-
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+ SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
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+ mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
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+ UnloadShader(shdrIrradiance);
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+ //--------------------------------------------------------------------------------------------------------
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+
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+ // Generate prefilter map from cubemap texture
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+ //--------------------------------------------------------------------------------------------------------
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// Load reflection prefilter calculation shader
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// Load reflection prefilter calculation shader
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs");
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Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs");
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#else
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#else
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Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
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Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
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#endif
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#endif
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-
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- // Load bidirectional reflectance distribution function shader
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+ SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
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+ mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
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+ UnloadTexture(cubemap);
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+ UnloadShader(shdrPrefilter);
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+ //--------------------------------------------------------------------------------------------------------
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+
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+ // Generate BRDF (bidirectional reflectance distribution function) texture (using shader)
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+ //--------------------------------------------------------------------------------------------------------
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs");
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Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs");
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#else
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#else
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Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
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Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
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#endif
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#endif
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-
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- // Setup required shader locations
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- SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
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- SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
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- SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
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-
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- Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
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- Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
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- mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
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- mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
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mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
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mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
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- UnloadTexture(cubemap);
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- UnloadTexture(texHDR);
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-
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- // Unload already used shaders (to create specific textures)
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- UnloadShader(shdrCubemap);
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- UnloadShader(shdrIrradiance);
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- UnloadShader(shdrPrefilter);
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UnloadShader(shdrBRDF);
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UnloadShader(shdrBRDF);
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-
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- // Set textures filtering for better quality
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- SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
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- SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
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- SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
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- SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
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- SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
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-
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- // Enable sample usage in shader for assigned textures
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- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
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- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
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- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
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- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
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- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
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-
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- int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
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- SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT);
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-
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- // Set up material properties color
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- mat.maps[MAP_ALBEDO].color = albedo;
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- mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
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- mat.maps[MAP_METALNESS].value = metalness;
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- mat.maps[MAP_ROUGHNESS].value = roughness;
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- mat.maps[MAP_OCCLUSION].value = 1.0f;
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- mat.maps[MAP_EMISSION].value = 0.5f;
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- mat.maps[MAP_HEIGHT].value = 0.5f;
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+ //--------------------------------------------------------------------------------------------------------
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return mat;
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return mat;
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}
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}
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