models_material_pbr.c 11 KB

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  1. /*******************************************************************************************
  2. *
  3. * raylib [models] example - PBR material
  4. *
  5. * This example has been created using raylib 1.8 (www.raylib.com)
  6. * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
  7. *
  8. * Copyright (c) 2017 Ramon Santamaria (@raysan5)
  9. *
  10. ********************************************************************************************/
  11. #include "raylib.h"
  12. #include "raymath.h"
  13. #include <stdio.h>
  14. #define RLIGHTS_IMPLEMENTATION
  15. #include "rlights.h"
  16. #define CUBEMAP_SIZE 512 // Cubemap texture size
  17. #define IRRADIANCE_SIZE 32 // Irradiance texture size
  18. #define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
  19. #define BRDF_SIZE 512 // BRDF LUT texture size
  20. // PBR material loading
  21. static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
  22. int main(void)
  23. {
  24. // Initialization
  25. //--------------------------------------------------------------------------------------
  26. const int screenWidth = 800;
  27. const int screenHeight = 450;
  28. SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
  29. InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
  30. // Define the camera to look into our 3d world
  31. Camera camera = { 0 };
  32. camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
  33. camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
  34. camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
  35. camera.fovy = 45.0f; // Camera field-of-view Y
  36. camera.type = CAMERA_PERSPECTIVE; // Camera mode type
  37. // Load model and PBR material
  38. Model model = LoadModel("resources/pbr/trooper.obj");
  39. // Mesh tangents are generated... and uploaded to GPU
  40. // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
  41. MeshTangents(&model.meshes[0]);
  42. model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
  43. // Define lights attributes
  44. // NOTE: Shader is passed to every light on creation to define shader bindings internally
  45. Light lights[MAX_LIGHTS] = {
  46. CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.materials[0].shader),
  47. CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.materials[0].shader),
  48. CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.materials[0].shader),
  49. 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.materials[0].shader)
  50. };
  51. SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
  52. SetTargetFPS(60); // Set our game to run at 60 frames-per-second
  53. //--------------------------------------------------------------------------------------
  54. // Main game loop
  55. while (!WindowShouldClose()) // Detect window close button or ESC key
  56. {
  57. // Update
  58. //----------------------------------------------------------------------------------
  59. UpdateCamera(&camera); // Update camera
  60. // Send to material PBR shader camera view position
  61. float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
  62. SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
  63. //----------------------------------------------------------------------------------
  64. // Draw
  65. //----------------------------------------------------------------------------------
  66. BeginDrawing();
  67. ClearBackground(RAYWHITE);
  68. BeginMode3D(camera);
  69. DrawModel(model, Vector3Zero(), 1.0f, WHITE);
  70. DrawGrid(10, 1.0f);
  71. EndMode3D();
  72. DrawFPS(10, 10);
  73. EndDrawing();
  74. //----------------------------------------------------------------------------------
  75. }
  76. // De-Initialization
  77. //--------------------------------------------------------------------------------------
  78. UnloadModel(model); // Unload skybox model
  79. CloseWindow(); // Close window and OpenGL context
  80. //--------------------------------------------------------------------------------------
  81. return 0;
  82. }
  83. // Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
  84. // NOTE: PBR shader is loaded inside this function
  85. static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
  86. {
  87. Material mat = { 0 }; // NOTE: All maps textures are set to { 0 }
  88. #if defined(PLATFORM_DESKTOP)
  89. mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
  90. #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
  91. mat.shader = LoadShader("resources/shaders/glsl100/pbr.vs", "resources/shaders/glsl100/pbr.fs");
  92. #endif
  93. // Get required locations points for PBR material
  94. // NOTE: Those location names must be available and used in the shader code
  95. mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
  96. mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
  97. mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
  98. mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
  99. mat.shader.locs[LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
  100. //mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
  101. //mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
  102. mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
  103. mat.shader.locs[LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
  104. mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
  105. // Set view matrix location
  106. mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
  107. mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
  108. mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
  109. // Set PBR standard maps
  110. mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
  111. mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
  112. mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
  113. mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
  114. mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
  115. // Load equirectangular to cubemap shader
  116. #if defined(PLATFORM_DESKTOP)
  117. Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
  118. #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
  119. Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
  120. #endif
  121. // Load irradiance (GI) calculation shader
  122. #if defined(PLATFORM_DESKTOP)
  123. Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs");
  124. #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
  125. Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
  126. #endif
  127. // Load reflection prefilter calculation shader
  128. #if defined(PLATFORM_DESKTOP)
  129. Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs");
  130. #else
  131. Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
  132. #endif
  133. // Load bidirectional reflectance distribution function shader
  134. #if defined(PLATFORM_DESKTOP)
  135. Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs");
  136. #else
  137. Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
  138. #endif
  139. // Setup required shader locations
  140. SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
  141. SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
  142. SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
  143. Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
  144. Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
  145. mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
  146. mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
  147. mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
  148. UnloadTexture(cubemap);
  149. UnloadTexture(texHDR);
  150. // Unload already used shaders (to create specific textures)
  151. UnloadShader(shdrCubemap);
  152. UnloadShader(shdrIrradiance);
  153. UnloadShader(shdrPrefilter);
  154. UnloadShader(shdrBRDF);
  155. // Set textures filtering for better quality
  156. SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
  157. SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
  158. SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
  159. SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
  160. SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
  161. // Enable sample usage in shader for assigned textures
  162. SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
  163. SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
  164. SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
  165. SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
  166. SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
  167. int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
  168. SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT);
  169. // Set up material properties color
  170. mat.maps[MAP_ALBEDO].color = albedo;
  171. mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
  172. mat.maps[MAP_METALNESS].value = metalness;
  173. mat.maps[MAP_ROUGHNESS].value = roughness;
  174. mat.maps[MAP_OCCLUSION].value = 1.0f;
  175. mat.maps[MAP_EMISSION].value = 0.5f;
  176. mat.maps[MAP_HEIGHT].value = 0.5f;
  177. return mat;
  178. }