From 02d6cefd37794f5b34d78d4c44b01d396d3279cc Mon Sep 17 00:00:00 2001 From: devdad Date: Tue, 19 Nov 2024 17:27:50 +0100 Subject: [PATCH] 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 --- .../shaders/resources/shaders/glsl100/pbr.fs | 16 +- examples/shaders/shaders_basic_pbr.c | 343 +++++++++++++----- 2 files changed, 261 insertions(+), 98 deletions(-) diff --git a/examples/shaders/resources/shaders/glsl100/pbr.fs b/examples/shaders/resources/shaders/glsl100/pbr.fs index 1ada83317..c9ba3f636 100644 --- a/examples/shaders/resources/shaders/glsl100/pbr.fs +++ b/examples/shaders/resources/shaders/glsl100/pbr.fs @@ -1,6 +1,6 @@ #version 100 -precision mediump float; +precision highp float; #define MAX_LIGHTS 4 #define LIGHT_DIRECTIONAL 0 @@ -17,12 +17,12 @@ struct Light { }; // Input vertex attributes (from vertex shader) -varying in vec3 fragPosition; -varying in vec2 fragTexCoord; -varying in vec4 fragColor; -varying in vec3 fragNormal; -varying in vec4 shadowPos; -varying in mat3 TBN; +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec4 fragColor; +varying vec3 fragNormal; +varying vec4 shadowPos; +varying mat3 TBN; // Input uniform values @@ -113,7 +113,7 @@ vec3 pbr(){ vec3 baseRefl = mix(vec3(0.04),albedo.rgb,metallic); vec3 Lo = vec3(0.0); // acumulate lighting lum - for(int i=0;i -#endif - -#define RPBR_IMPLEMENTATION -#include "rpbr.h" - #if defined(PLATFORM_DESKTOP) -#define GLSL_VERSION 330 + #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB -#define GLSL_VERSION 120 + #define GLSL_VERSION 100 #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 @@ -50,59 +94,105 @@ int main() 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"); - Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs",GLSL_VERSION), - TextFormat("resources/shaders/glsl%i/pbr.fs",GLSL_VERSION)); - - - - PBRModel model = PBRModelLoad("resources/models/old_car_new.glb"); - //if we use obj file formator if model doesn't have tangents we have to calculate MeshTangents - //by using raylib function GenMeshTangents(mesh) for example: obj file doesn't support tangents - //GenMeshTangents(&model.model.meshes[0]); - - PBRMaterial model_mat = (PBRMaterial){0}; - PBRMaterialSetup(&model_mat, shader, NULL); //environment = NULL for now - PBRLoadTextures(&model_mat, PBR_TEXTURE_ALBEDO, "resources/old_car_d.png"); - PBRLoadTextures(&model_mat, PBR_TEXTURE_MRA, "resources/old_car_mra.png"); - PBRLoadTextures(&model_mat, PBR_TEXTURE_NORMAL, "resources/old_car_n.png"); - PBRLoadTextures(&model_mat, PBR_TEXTURE_EMISSIVE, "resources/old_car_e.png"); - PBRSetColor(&model_mat,PBR_COLOR_EMISSIVE, (Color){255,162,0,255}); - PBRSetVec2(&model_mat, PBR_VEC2_TILING,(Vector2){0.5,0.5}); - PBRSetMaterial(&model,&model_mat,0); - - PBRModel floor = PBRModelLoad("resources/models/plane.glb"); - - PBRMaterial floor_mat = (PBRMaterial){0}; - PBRMaterialSetup(&floor_mat, shader, NULL); - PBRLoadTextures(&floor_mat, PBR_TEXTURE_ALBEDO, "resources/road_a.png"); - PBRLoadTextures(&floor_mat, PBR_TEXTURE_MRA, "resources/road_mra.png"); - PBRLoadTextures(&floor_mat, PBR_TEXTURE_NORMAL, "resources/road_n.png"); - PBRSetVec2(&floor_mat, PBR_VEC2_TILING,(Vector2){0.5,0.5}); - PBRSetMaterial(&floor,&floor_mat,0); - + // Setup additional required shader locations, including lights data shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); - int numOfLightsLoc = GetShaderLocation(shader, "numOfLights"); - int numOfLights = 4; - SetShaderValue(shader, numOfLightsLoc, &numOfLights, SHADER_UNIFORM_INT); + int lightCountLoc = GetShaderLocation(shader, "numOfLights"); + int maxLightCount = MAX_LIGHTS; + SetShaderValue(shader, lightCountLoc, &maxLightCount, SHADER_UNIFORM_INT); - Color ambCol = (Color){26,32,135,255}; - float ambIntens = 0.02; + // 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); - int albedoLoc = GetShaderLocation(shader, "albedo"); - PBRSetAmbient(shader,ambCol,ambIntens); + // 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"); - // Create lights - PBRLight lights[MAX_LIGHTS] = { 0 }; - lights[0] = PBRLightCreate(LIGHT_POINT, (Vector3){ -1, 1, -2 }, (Vector3){0,0,0}, YELLOW,4, shader); - lights[1] = PBRLightCreate(LIGHT_POINT, (Vector3){ 2, 1, 1 }, (Vector3){0,0,0}, GREEN,3.3, shader); - lights[2] = PBRLightCreate(LIGHT_POINT, (Vector3){ -2, 1, 1 }, (Vector3){0,0,0}, RED,8.3, shader); - lights[3] = PBRLightCreate(LIGHT_POINT, (Vector3){ 1, 1, -2 }, (Vector3){0,0,0}, BLUE,2, shader); - SetShaderValueV(shader, GetShaderLocation(shader, "lights"), lights, SHADER_UNIFORM_FLOAT, numOfLights); + // 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"); - SetTargetFPS(60); // Set our game to run at 60 frames-per-second------------------------------------------------------------- + // 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 + //--------------------------------------------------------------------------------------- - int emissiveCnt = 0; // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { @@ -115,57 +205,130 @@ int main() SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); // Check key inputs to enable/disable lights - if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; } - if (IsKeyPressed(KEY_G)) { lights[1].enabled = !lights[1].enabled; } - if (IsKeyPressed(KEY_R)) { lights[2].enabled = !lights[2].enabled; } - if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; } + 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 (actually, only enable/disable them) - for (int i = 0; i < MAX_LIGHTS; i++) PBRLightUpdate(shader, lights[i]); - emissiveCnt--; - if(emissiveCnt<=0){ - emissiveCnt = GetRandomValue(0,20); - PBRSetFloat(&model_mat,PBR_PARAM_EMISSIVE,(float)GetRandomValue(0,100)/100); - } + // 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 - PBRDrawModel(floor, (Vector3){0,0,0}, 5.0f); - PBRDrawModel(model, (Vector3) {0, 0.0, 0}, 0.005); + // 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 where the lights are - for (int i = 0; i < MAX_LIGHTS; i++) { - Color col = (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, col); - else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(col, 0.3f)); + // 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, GRAY); + DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY); + DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } - //-------------------------------------------------------------------------------------- // De-Initialization //-------------------------------------------------------------------------------------- - - UnloadModel(floor.model); // Unload model - UnloadModel(model.model); // Unload model - UnloadShader(shader); // Unload Shader - UnloadPBRMaterial(floor_mat); // Unload PBRMaterial - UnloadPBRMaterial(model_mat); // Unload PBRMaterial + // 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); +} \ No newline at end of file