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- /*******************************************************************************************
- *
- * raylib [models] example - PBR material
- *
- * NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
- * is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
- *
- * This example has been created using raylib 1.8 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Copyright (c) 2017 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #include "raymath.h"
- #include "rlgl.h"
- #include <stdio.h>
- #define RLIGHTS_IMPLEMENTATION
- #include "rlights.h"
- #if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
- #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
- #endif
- #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
- #define LIGHT_DISTANCE 1000.0f
- #define LIGHT_HEIGHT 1.0f
- // PBR texture maps generation
- static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture
- static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture
- static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture
- static Texture2D GenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture
- // PBR material loading
- static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
- SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
- InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
- // Load model and PBR material
- Model model = LoadModel("resources/pbr/trooper.obj");
- // 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]);
- model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
- // Create lights
- // NOTE: Lights are added to an internal lights pool automatically
- 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);
- 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);
- 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);
- 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);
- SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera); // Update camera
- // Send to material PBR shader camera view position
- float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
- SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- BeginMode3D(camera);
- DrawModel(model, Vector3Zero(), 1.0f, WHITE);
- DrawGrid(10, 1.0f);
- EndMode3D();
- DrawFPS(10, 10);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadMaterial(model.materials[0]); // Unload material: shader and textures
- UnloadModel(model); // Unload model
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
- // Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
- // NOTE: PBR shader is loaded inside this function
- static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
- {
- Material mat = LoadMaterialDefault(); // Initialize material to default
- // Load PBR shader (requires several maps)
- mat.shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
- // Get required locations points for PBR material
- // NOTE: Those location names must be available and used in the shader code
- mat.shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
- mat.shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
- mat.shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
- mat.shader.locs[SHADER_LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
- mat.shader.locs[SHADER_LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
- //mat.shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
- //mat.shader.locs[SHADER_LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
- mat.shader.locs[SHADER_LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
- mat.shader.locs[SHADER_LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
- mat.shader.locs[SHADER_LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
- // Set view matrix location
- mat.shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
- //mat.shader.locs[SHADER_LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
- mat.shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
- // Set PBR standard maps
- mat.maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
- mat.maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
- mat.maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
- mat.maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
- mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
- // Set textures filtering for better quality
- SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, FILTER_BILINEAR);
- // Enable sample usage in shader for assigned textures
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
- int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
- SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, SHADER_UNIFORM_INT);
- // Set up material properties color
- mat.maps[MATERIAL_MAP_ALBEDO].color = albedo;
- mat.maps[MATERIAL_MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
- mat.maps[MATERIAL_MAP_METALNESS].value = metalness;
- mat.maps[MATERIAL_MAP_ROUGHNESS].value = roughness;
- mat.maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
- mat.maps[MATERIAL_MAP_EMISSION].value = 0.5f;
- mat.maps[MATERIAL_MAP_HEIGHT].value = 0.5f;
- // Generate cubemap from panorama texture
- //--------------------------------------------------------------------------------------------------------
- Texture2D panorama = LoadTexture("resources/dresden_square_2k.hdr");
- // Load equirectangular to cubemap shader
- Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
- SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
- TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
- UnloadTexture(panorama);
- UnloadShader(shdrCubemap);
- //--------------------------------------------------------------------------------------------------------
- // Generate irradiance map from cubemap texture
- //--------------------------------------------------------------------------------------------------------
- // Load irradiance (GI) calculation shader
- Shader shdrIrradiance = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/irradiance.fs", GLSL_VERSION));
- SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
- mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
- UnloadShader(shdrIrradiance);
- //--------------------------------------------------------------------------------------------------------
- // Generate prefilter map from cubemap texture
- //--------------------------------------------------------------------------------------------------------
- // Load reflection prefilter calculation shader
- Shader shdrPrefilter = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/prefilter.fs", GLSL_VERSION));
- SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
- mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
- UnloadTexture(cubemap);
- UnloadShader(shdrPrefilter);
- //--------------------------------------------------------------------------------------------------------
- // Generate BRDF (bidirectional reflectance distribution function) texture (using shader)
- //--------------------------------------------------------------------------------------------------------
- Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION));
- mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
- UnloadShader(shdrBRDF);
- //--------------------------------------------------------------------------------------------------------
- return mat;
- }
- // Texture maps generation (PBR)
- //-------------------------------------------------------------------------------------------
- // Generate cubemap texture from HDR texture
- static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
- {
- TextureCubemap cubemap = { 0 };
- rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
- // STEP 1: Setup framebuffer
- //------------------------------------------------------------------------------------------
- unsigned int rbo = rlLoadTextureDepth(size, size, true);
- cubemap.id = rlLoadTextureCubemap(NULL, size, format);
- unsigned int fbo = rlLoadFramebuffer(size, size);
- rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
- rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
- // Check if framebuffer is complete with attachments (valid)
- if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
- //------------------------------------------------------------------------------------------
- // STEP 2: Draw to framebuffer
- //------------------------------------------------------------------------------------------
- // NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
- rlEnableShader(shader.id);
- // Define projection matrix and send it to shader
- Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
- // Define view matrix for every side of the cubemap
- Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
- };
- rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
- for (int i = 0; i < 6; i++)
- {
- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
- rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
- rlEnableFramebuffer(fbo);
- rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
- rlClearScreenBuffers();
- DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
- rlDrawRenderBatchActive();
- }
- //------------------------------------------------------------------------------------------
- // STEP 3: Unload framebuffer and reset state
- //------------------------------------------------------------------------------------------
- rlDisableShader(); // Unbind shader
- rlDisableTexture(); // Unbind texture
- rlDisableFramebuffer(); // Unbind framebuffer
- rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
- // Reset viewport dimensions to default
- rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
- rlEnableBackfaceCulling();
- //------------------------------------------------------------------------------------------
- cubemap.width = size;
- cubemap.height = size;
- cubemap.mipmaps = 1;
- cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
- return cubemap;
- }
- // Generate irradiance texture using cubemap data
- static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
- {
- TextureCubemap irradiance = { 0 };
- rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
- // STEP 1: Setup framebuffer
- //------------------------------------------------------------------------------------------
- unsigned int rbo = rlLoadTextureDepth(size, size, true);
- irradiance.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
- unsigned int fbo = rlLoadFramebuffer(size, size);
- rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
- rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
- //------------------------------------------------------------------------------------------
- // STEP 2: Draw to framebuffer
- //------------------------------------------------------------------------------------------
- // NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap
- rlEnableShader(shader.id);
- // Define projection matrix and send it to shader
- Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
- // Define view matrix for every side of the cubemap
- Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
- };
- rlActiveTextureSlot(0);
- rlEnableTextureCubemap(cubemap.id);
- rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
- for (int i = 0; i < 6; i++)
- {
- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
- rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
- rlEnableFramebuffer(fbo);
- rlClearScreenBuffers();
- rlLoadDrawCube();
- }
- //------------------------------------------------------------------------------------------
- // STEP 3: Unload framebuffer and reset state
- //------------------------------------------------------------------------------------------
- rlDisableShader(); // Unbind shader
- rlDisableTexture(); // Unbind texture
- rlDisableFramebuffer(); // Unbind framebuffer
- rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
- // Reset viewport dimensions to default
- rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
- rlEnableBackfaceCulling();
- //------------------------------------------------------------------------------------------
- irradiance.width = size;
- irradiance.height = size;
- irradiance.mipmaps = 1;
- irradiance.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
- return irradiance;
- }
- // Generate prefilter texture using cubemap data
- static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
- {
- TextureCubemap prefilter = { 0 };
- rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
- // STEP 1: Setup framebuffer
- //------------------------------------------------------------------------------------------
- unsigned int rbo = rlLoadTextureDepth(size, size, true);
- prefilter.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
- rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_MIP_LINEAR);
- unsigned int fbo = rlLoadFramebuffer(size, size);
- rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
- rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
- //------------------------------------------------------------------------------------------
- // Generate mipmaps for the prefiltered HDR texture
- //glGenerateMipmap(GL_TEXTURE_CUBE_MAP); // TODO!
- // STEP 2: Draw to framebuffer
- //------------------------------------------------------------------------------------------
- // NOTE: Shader is used to prefilter HDR and store data into mipmap levels
- // Define projection matrix and send it to shader
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- rlEnableShader(shader.id);
- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
- // Define view matrix for every side of the cubemap
- Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
- };
- rlActiveTextureSlot(0);
- rlEnableTextureCubemap(cubemap.id);
- // TODO: Locations should be taken out of this function... too shader dependant...
- int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
- rlEnableFramebuffer(fbo);
- #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
- for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
- {
- // Resize framebuffer according to mip-level size.
- unsigned int mipWidth = size*(int)powf(0.5f, (float)mip);
- unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
- rlViewport(0, 0, mipWidth, mipHeight);
- //glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- //glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
- float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
- rlSetUniform(roughnessLoc, &roughness, SHADER_UNIFORM_FLOAT, 1);
- for (int i = 0; i < 6; i++)
- {
- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
- rlFramebufferAttach(fbo, prefilter.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, mip);
- rlClearScreenBuffers();
- rlLoadDrawCube();
- }
- }
- //------------------------------------------------------------------------------------------
- // STEP 3: Unload framebuffer and reset state
- //------------------------------------------------------------------------------------------
- rlDisableShader(); // Unbind shader
- rlDisableTexture(); // Unbind texture
- rlDisableFramebuffer(); // Unbind framebuffer
- rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
- // Reset viewport dimensions to default
- rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
- rlEnableBackfaceCulling();
- //------------------------------------------------------------------------------------------
- prefilter.width = size;
- prefilter.height = size;
- prefilter.mipmaps = MAX_MIPMAP_LEVELS;
- prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
- return prefilter;
- }
- // Generate BRDF texture using cubemap data
- // TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
- static Texture2D GenTextureBRDF(Shader shader, int size)
- {
- Texture2D brdf = { 0 };
- // STEP 1: Setup framebuffer
- //------------------------------------------------------------------------------------------
- unsigned int rbo = rlLoadTextureDepth(size, size, true);
- brdf.id = rlLoadTexture(NULL, size, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
- unsigned int fbo = rlLoadFramebuffer(size, size);
- rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
- rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
- //------------------------------------------------------------------------------------------
- // STEP 2: Draw to framebuffer
- //------------------------------------------------------------------------------------------
- // NOTE: Render BRDF LUT into a quad using FBO
- rlEnableShader(shader.id);
- rlViewport(0, 0, size, size);
- rlEnableFramebuffer(fbo);
- rlClearScreenBuffers();
- rlLoadDrawQuad();
- //------------------------------------------------------------------------------------------
- // STEP 3: Unload framebuffer and reset state
- //------------------------------------------------------------------------------------------
- rlDisableShader(); // Unbind shader
- rlDisableTexture(); // Unbind texture
- rlDisableFramebuffer(); // Unbind framebuffer
- rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
- // Reset viewport dimensions to default
- rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
- //------------------------------------------------------------------------------------------
- brdf.width = size;
- brdf.height = size;
- brdf.mipmaps = 1;
- brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
- return brdf;
- }
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