From cdda4c4182c9ee068567529715e4a5c68a8efb58 Mon Sep 17 00:00:00 2001 From: bonmas14 Date: Sat, 20 Sep 2025 22:28:15 +0300 Subject: Init commit v1.0 --- deps/raylib/examples/shaders/shaders_basic_pbr.c | 334 +++++++++++++++++++++++ 1 file changed, 334 insertions(+) create mode 100644 deps/raylib/examples/shaders/shaders_basic_pbr.c (limited to 'deps/raylib/examples/shaders/shaders_basic_pbr.c') diff --git a/deps/raylib/examples/shaders/shaders_basic_pbr.c b/deps/raylib/examples/shaders/shaders_basic_pbr.c new file mode 100644 index 0000000..c3f2bad --- /dev/null +++ b/deps/raylib/examples/shaders/shaders_basic_pbr.c @@ -0,0 +1,334 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Basic PBR +* +* Example originally created with raylib 5.0, last time updated with raylib 5.1-dev +* +* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad) +* +* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox, +* licensed under Creative Commons Attribution-NonCommercial +* (http://creativecommons.org/licenses/by-nc/4.0/) +* +********************************************************************************************/ + +#include "raylib.h" + +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 120 +#endif + +#include // Required for: NULL + +#define MAX_LIGHTS 4 // Max dynamic lights supported by shader + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- + +// Light type +typedef enum { + LIGHT_DIRECTIONAL = 0, + LIGHT_POINT, + LIGHT_SPOT +} LightType; + +// Light data +typedef struct { + int type; + int enabled; + Vector3 position; + Vector3 target; + float color[4]; + float intensity; + + // Shader light parameters locations + int typeLoc; + int enabledLoc; + int positionLoc; + int targetLoc; + int colorLoc; + int intensityLoc; +} Light; + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +static int lightCount = 0; // Current number of dynamic lights that have been created + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +// Create a light and get shader locations +static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader); + +// Update light properties on shader +// NOTE: Light shader locations should be available +static void UpdateLight(Shader shader, Light light); + +//---------------------------------------------------------------------------------- +// Main Entry Point +//---------------------------------------------------------------------------------- +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr"); + + // Define the camera to look into our 3d world + Camera camera = { 0 }; + camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // 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 projection type + + // Load PBR shader and setup all required locations + Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION)); + shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(shader, "albedoMap"); + // WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture + // They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience, + // shader already takes care of it accordingly + shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap"); + shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap"); + // WARNING: Similar to the MRA map, the emissive map packs different information + // into a single texture: it stores height and emission data + // It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader + shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap"); + shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor"); + + // Setup additional required shader locations, including lights data + shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); + int lightCountLoc = GetShaderLocation(shader, "numOfLights"); + int maxLightCount = MAX_LIGHTS; + SetShaderValue(shader, lightCountLoc, &maxLightCount, SHADER_UNIFORM_INT); + + // Setup ambient color and intensity parameters + float ambientIntensity = 0.02f; + Color ambientColor = (Color){ 26, 32, 135, 255 }; + Vector3 ambientColorNormalized = (Vector3){ ambientColor.r/255.0f, ambientColor.g/255.0f, ambientColor.b/255.0f }; + SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), &ambientColorNormalized, SHADER_UNIFORM_VEC3); + SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, SHADER_UNIFORM_FLOAT); + + // Get location for shader parameters that can be modified in real time + int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower"); + int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor"); + int textureTilingLoc = GetShaderLocation(shader, "tiling"); + + // Load old car model using PBR maps and shader + // WARNING: We know this model consists of a single model.meshes[0] and + // that model.materials[0] is by default assigned to that mesh + // There could be more complex models consisting of multiple meshes and + // multiple materials defined for those meshes... but always 1 mesh = 1 material + Model car = LoadModel("resources/models/old_car_new.glb"); + + // Assign already setup PBR shader to model.materials[0], used by models.meshes[0] + car.materials[0].shader = shader; + + // Setup materials[0].maps default parameters + car.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE; + car.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f; + car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f; + car.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; + car.materials[0].maps[MATERIAL_MAP_EMISSION].color = (Color){ 255, 162, 0, 255 }; + + // Setup materials[0].maps default textures + car.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/old_car_d.png"); + car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png"); + car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png"); + car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png"); + + // Load floor model mesh and assign material parameters + // NOTE: A basic plane shape can be generated instead of being loaded from a model file + Model floor = LoadModel("resources/models/plane.glb"); + //Mesh floorMesh = GenMeshPlane(10, 10, 10, 10); + //GenMeshTangents(&floorMesh); // TODO: Review tangents generation + //Model floor = LoadModelFromMesh(floorMesh); + + // Assign material shader for our floor model, same PBR shader + floor.materials[0].shader = shader; + + floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE; + floor.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.0f; + floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.0f; + floor.materials[0].maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; + floor.materials[0].maps[MATERIAL_MAP_EMISSION].color = BLACK; + + floor.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/road_a.png"); + floor.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/road_mra.png"); + floor.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/road_n.png"); + + // Models texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED) + // NOTE: Material.params[4] are available for generic parameters storage (float) + Vector2 carTextureTiling = (Vector2){ 0.5f, 0.5f }; + Vector2 floorTextureTiling = (Vector2){ 0.5f, 0.5f }; + + // Create some lights + Light lights[MAX_LIGHTS] = { 0 }; + lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, YELLOW, 4.0f, shader); + lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, GREEN, 3.3f, shader); + lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, RED, 8.3f, shader); + lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, BLUE, 2.0f, shader); + + // Setup material texture maps usage in shader + // NOTE: By default, the texture maps are always used + int usage = 1; + SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &usage, SHADER_UNIFORM_INT); + SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT); + SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT); + SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT); + + 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, CAMERA_ORBITAL); + + // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }) + float cameraPos[3] = {camera.position.x, camera.position.y, camera.position.z}; + SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); + + // Check key inputs to enable/disable lights + if (IsKeyPressed(KEY_ONE)) { lights[2].enabled = !lights[2].enabled; } + if (IsKeyPressed(KEY_TWO)) { lights[1].enabled = !lights[1].enabled; } + if (IsKeyPressed(KEY_THREE)) { lights[3].enabled = !lights[3].enabled; } + if (IsKeyPressed(KEY_FOUR)) { lights[0].enabled = !lights[0].enabled; } + + // Update light values on shader (actually, only enable/disable them) + for (int i = 0; i < MAX_LIGHTS; i++) UpdateLight(shader, lights[i]); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(BLACK); + + BeginMode3D(camera); + + // Set floor model texture tiling and emissive color parameters on shader + SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2); + Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color); + SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, SHADER_UNIFORM_VEC4); + + DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model + + // Set old car model texture tiling, emissive color and emissive intensity parameters on shader + SetShaderValue(shader, textureTilingLoc, &carTextureTiling, SHADER_UNIFORM_VEC2); + Vector4 carEmissiveColor = ColorNormalize(car.materials[0].maps[MATERIAL_MAP_EMISSION].color); + SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, SHADER_UNIFORM_VEC4); + float emissiveIntensity = 0.01f; + SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT); + + DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.25f, WHITE); // Draw car model + + // Draw spheres to show the lights positions + for (int i = 0; i < MAX_LIGHTS; i++) + { + Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 }; + + if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor); + else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f)); + } + + EndMode3D(); + + DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY); + + DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + // Unbind (disconnect) shader from car.material[0] + // to avoid UnloadMaterial() trying to unload it automatically + car.materials[0].shader = (Shader){ 0 }; + UnloadMaterial(car.materials[0]); + car.materials[0].maps = NULL; + UnloadModel(car); + + floor.materials[0].shader = (Shader){ 0 }; + UnloadMaterial(floor.materials[0]); + floor.materials[0].maps = NULL; + UnloadModel(floor); + + UnloadShader(shader); // Unload Shader + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +// Create light with provided data +// NOTE: It updated the global lightCount and it's limited to MAX_LIGHTS +static Light CreateLight(int type, Vector3 position, Vector3 target, Color color, float intensity, Shader shader) +{ + Light light = { 0 }; + + if (lightCount < MAX_LIGHTS) + { + light.enabled = 1; + light.type = type; + light.position = position; + light.target = target; + light.color[0] = (float)color.r/255.0f; + light.color[1] = (float)color.g/255.0f; + light.color[2] = (float)color.b/255.0f; + light.color[3] = (float)color.a/255.0f; + light.intensity = intensity; + + // NOTE: Shader parameters names for lights must match the requested ones + light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount)); + light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount)); + light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightCount)); + light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount)); + light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount)); + light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount)); + + UpdateLight(shader, light); + + lightCount++; + } + + return light; +} + +// Send light properties to shader +// NOTE: Light shader locations should be available +static void UpdateLight(Shader shader, Light light) +{ + SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT); + SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT); + + // Send to shader light position values + float position[3] = { light.position.x, light.position.y, light.position.z }; + SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3); + + // Send to shader light target position values + float target[3] = { light.target.x, light.target.y, light.target.z }; + SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3); + SetShaderValue(shader, light.colorLoc, light.color, SHADER_UNIFORM_VEC4); + SetShaderValue(shader, light.intensityLoc, &light.intensity, SHADER_UNIFORM_FLOAT); +} -- cgit v1.2.3-70-g09d2