LoadMaterialEnv: Working on PBR materials support

This commit is contained in:
Ray 2017-07-01 19:57:25 +02:00
parent 9fdac1b7ae
commit 783c187ea8

View File

@ -722,32 +722,35 @@ Material LoadMaterialPBR(Texture2D cubemap, Color albedo, int metalness, int rou
mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS);
// Set up environment shader texture units
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "irradianceMap"), (int[1]){ 0 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "prefilterMap"), (int[1]){ 1 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "brdfLUT"), (int[1]){ 2 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "irradianceMap"), (int[1]){ 0 }, 1); // GL_TEXTURE0
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "prefilterMap"), (int[1]){ 1 }, 1); // GL_TEXTURE1
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "brdfLUT"), (int[1]){ 2 }, 1); // GL_TEXTURE2
// Set up PBR shader material texture units
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.sampler"), (int[1]){ 3 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.sampler"), (int[1]){ 4 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.sampler"), (int[1]){ 5 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.sampler"), (int[1]){ 6 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.sampler"), (int[1]){ 7 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "emission.sampler"), (int[1]){ 8 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "height.sampler"), (int[1]){ 9 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.sampler"), (int[1]){ 3 }, 1); // GL_TEXTURE3
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.sampler"), (int[1]){ 4 }, 1); // GL_TEXTURE4
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.sampler"), (int[1]){ 5 }, 1); // GL_TEXTURE5
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.sampler"), (int[1]){ 6 }, 1); // GL_TEXTURE6
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.sampler"), (int[1]){ 7 }, 1); // GL_TEXTURE7
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "emission.sampler"), (int[1]){ 8 }, 1); // GL_TEXTURE8
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "height.sampler"), (int[1]){ 9 }, 1); // GL_TEXTURE9
mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "viewPos");
// Set up material properties color
mat.maps[TEXMAP_ALBEDO].color = albedo;
mat.maps[TEXMAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
mat.maps[TEXMAP_METALNESS].color = (Color){ metalness, 0, 0, 0 };
mat.maps[TEXMAP_ROUGHNESS].color = (Color){ roughness, 0, 0, 0 };
mat.maps[TEXMAP_OCCLUSION].color = (Color){ 255, 255, 255, 255 };
mat.maps[TEXMAP_EMISSION].color = (Color){ 0, 0, 0, 0 };
mat.maps[TEXMAP_HEIGHT].color = (Color){ 0, 0, 0, 0 };
mat.maps[TEXMAP_METALNESS].value = metalness; //(Color){ metalness, 0, 0, 0 };
mat.maps[TEXMAP_ROUGHNESS].value = roughness; //(Color){ roughness, 0, 0, 0 };
mat.maps[TEXMAP_OCCLUSION].value = 1.0f; //(Color){ 255, 255, 255, 255 };
mat.maps[TEXMAP_EMISSION].value = 0.0f; //(Color){ 0, 0, 0, 0 };
mat.maps[TEXMAP_HEIGHT].value = 0.0f; //(Color){ 0, 0, 0, 0 };
// Set up material cubemap
// Set up environment materials cubemap
mat.maps[TEXMAP_CUBEMAP].tex = cubemap;
//mat.maps[TEXMAP_IRRADIANCE] = env.maps[TEXMAP_IRRADIANCE];
//mat.maps[TEXMAP_PREFILTER] = env.maps[TEXMAP_PREFILTER];
//mat.maps[TEXMAP_BRDF] = env.maps[TEXMAP_BRDF];
// NOTE: All maps textures are set to { 0 }
@ -760,10 +763,11 @@ Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSi
{
Material env = { 0 };
#define PATH_CUBE_VS "resources/shaders/cubemap.vs" // Path to equirectangular to cubemap vertex shader
#define PATH_CUBE_FS "resources/shaders/cubemap.fs" // Path to equirectangular to cubemap fragment shader
#define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
#define PATH_SKYBOX_FS "resources/shaders/skybox.fs" // Path to skybox vertex shader
#define PATH_CUBEMAP_VS "resources/shaders/cubemap.vs" // Path to equirectangular to cubemap vertex shader
#define PATH_CUBEMAP_FS "resources/shaders/cubemap.fs" // Path to equirectangular to cubemap fragment shader
#define PATH_IRRADIANCE_FS "resources/shaders/irradiance.fs" // Path to irradiance (GI) calculation fragment shader
#define PATH_PREFILTER_FS "resources/shaders/prefilter.fs" // Path to reflection prefilter calculation fragment shader
#define PATH_BRDF_VS "resources/shaders/brdf.vs" // Path to bidirectional reflectance distribution function vertex shader
@ -773,35 +777,24 @@ Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSi
env.shader = LoadShader(PATH_SKYBOX_VS, PATH_SKYBOX_FS);
// Load cubemap required shaders
Shader cubeShader = LoadShader(PATH_CUBE_VS, PATH_CUBE_FS);
Shader irradianceShader = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
Shader prefilterShader = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
Shader brdfShader = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
// Get cubemap shader locations
int cubeProjectionLoc = GetShaderLocation(cubeShader, "projection");
int cubeViewLoc = GetShaderLocation(cubeShader, "view");
// Get skybox shader locations
int skyProjectionLoc = GetShaderLocation(env.shader, "projection");
env.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(env.shader, "view");
env.shader.locs[LOC_CUSTOM_SKYRESOLUTION] = GetShaderLocation(env.shader, "resolution");
// Get irradiance shader locations
int irradianceProjectionLoc = GetShaderLocation(irradianceShader, "projection");
int irradianceViewLoc = GetShaderLocation(irradianceShader, "view");
// Get prefilter shader locations
int prefilterProjectionLoc = GetShaderLocation(prefilterShader, "projection");
int prefilterViewLoc = GetShaderLocation(prefilterShader, "view");
int prefilterRoughnessLoc = GetShaderLocation(prefilterShader, "roughness");
// Set up shaders constant values
SetShaderValuei(cubeShader, GetShaderLocation(cubeShader, "equirectangularMap"), (int[1]){ 0 }, 1);
SetShaderValuei(irradianceShader, GetShaderLocation(irradianceShader, "environmentMap"), (int[1]){ 0 }, 1);
SetShaderValuei(prefilterShader, GetShaderLocation(prefilterShader, "environmentMap"), (int[1]){ 0 }, 1);
SetShaderValuei(env.shader, GetShaderLocation(env.shader, "environmentMap"), (int[1]){ 0 }, 1);
SetShaderValuei(env.shader, GetShaderLocation(env.shader, "cubeMap"), (int[1]){ 0 }, 1);
// Generate texture: CUBEMAP
//----------------------------------------
Shader cubemapShader = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS);
// Get cubemap shader locations
int cubeProjectionLoc = GetShaderLocation(cubemapShader, "projection");
int cubeViewLoc = GetShaderLocation(cubemapShader, "view");
SetShaderValuei(cubemapShader, GetShaderLocation(cubemapShader, "equirectangularMap"), (int[1]){ 0 }, 1);
/*
// Set up depth face culling and cube map seamless
@ -846,10 +839,10 @@ Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSi
};
// Convert HDR equirectangular environment map to cubemap equivalent
glUseProgram(cubeShader.id);
glUseProgram(cubemapShader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, skyTex.id);
SetShaderValueMatrix(cubeShader, cubeProjectionLoc, captureProjection);
SetShaderValueMatrix(cubemapShader, cubeProjectionLoc, captureProjection);
// Note: don't forget to configure the viewport to the capture dimensions
rlViewport(0, 0, cubemapSize, cubemapSize);
@ -857,7 +850,7 @@ Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSi
for (unsigned int i = 0; i < 6; i++)
{
SetShaderValueMatrix(cubeShader, cubeViewLoc, captureViews[i]);
SetShaderValueMatrix(cubemapShader, cubeViewLoc, captureViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, env.maps[TEXMAP_CUBEMAP].tex.id, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RenderCube();
@ -865,7 +858,24 @@ Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSi
// Unbind framebuffer and textures
rlEnableRenderTexture(0);
*/
UnloadShader(cubemapShader);
//----------------------------------------
// Generate texture: IRRADIANCE
//----------------------------------------
Shader irradianceShader = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
// Get irradiance shader locations
int irradianceProjectionLoc = GetShaderLocation(irradianceShader, "projection");
int irradianceViewLoc = GetShaderLocation(irradianceShader, "view");
// Set up shaders constant values
SetShaderValuei(irradianceShader, GetShaderLocation(irradianceShader, "environmentMap"), (int[1]){ 0 }, 1);
/*
// Create an irradiance cubemap, and re-scale capture FBO to irradiance scale
glGenTextures(1, &env.maps[TEXMAP_IRRADIANCE].tex.id);
glBindTexture(GL_TEXTURE_CUBE_MAP, env.maps[TEXMAP_IRRADIANCE].tex.id);
@ -900,7 +910,24 @@ Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSi
// Unbind framebuffer and textures
glBindFramebuffer(GL_FRAMEBUFFER, 0);
*/
UnloadShader(irradianceShader);
//----------------------------------------
// Generate texture: PREFILTER
//----------------------------------------
Shader prefilterShader = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
// Get prefilter shader locations
int prefilterProjectionLoc = GetShaderLocation(prefilterShader, "projection");
int prefilterViewLoc = GetShaderLocation(prefilterShader, "view");
int prefilterRoughnessLoc = GetShaderLocation(prefilterShader, "roughness");
SetShaderValuei(prefilterShader, GetShaderLocation(prefilterShader, "environmentMap"), (int[1]){ 0 }, 1);
/*
// Create a prefiltered HDR environment map
glGenTextures(1, &env.maps[TEXMAP_PREFILTER].tex.id);
glBindTexture(GL_TEXTURE_CUBE_MAP, env.maps[TEXMAP_PREFILTER].tex.id);
@ -945,7 +972,31 @@ Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSi
// Unbind framebuffer and textures
glBindFramebuffer(GL_FRAMEBUFFER, 0);
*/
UnloadShader(prefilterShader);
//----------------------------------------
// Generate texture: BRDF
//----------------------------------------
Shader brdfShader = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
RenderTexture2D brdfMap = LoadRenderTexture(brdfSize, brdfSize);
BeginDrawing();
BeginTextureMode(brdfMap);
rlViewport(0, 0, brdfSize, brdfSize);
BeginShaderMode(brdfShader);
RenderQuad();
EndShaderMode();
EndTextureMode();
EndDrawing();
UnloadRenderTexture(brdfMap);
/*
// Generate BRDF convolution texture
glGenTextures(1, &env.maps[TEXMAP_BRDF].tex.id);
glBindTexture(GL_TEXTURE_2D, env.maps[TEXMAP_BRDF].tex.id);
@ -968,24 +1019,23 @@ Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSi
// Unbind framebuffer and textures
glBindFramebuffer(GL_FRAMEBUFFER, 0);
*/
// Then before rendering, configure the viewport to the actual screen dimensions
Matrix defaultProjection = MatrixPerspective(60.0, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
MatrixTranspose(&defaultProjection);
SetShaderValueMatrix(cubeShader, cubeProjectionLoc, defaultProjection);
SetShaderValueMatrix(env.shader, skyProjectionLoc, defaultProjection);
SetShaderValueMatrix(irradianceShader, irradianceProjectionLoc, defaultProjection);
SetShaderValueMatrix(prefilterShader, prefilterProjectionLoc, defaultProjection);
*/
//SetShaderValueMatrix(cubemapShader, cubeProjectionLoc, defaultProjection); // Not required any more
//SetShaderValueMatrix(irradianceShader, irradianceProjectionLoc, defaultProjection); // Not required any more
//SetShaderValueMatrix(prefilterShader, prefilterProjectionLoc, defaultProjection); // Not required any more
UnloadShader(brdfShader);
//----------------------------------------
// Reset viewport dimensions to default
rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
UnloadShader(cubeShader);
UnloadShader(irradianceShader);
UnloadShader(prefilterShader);
UnloadShader(brdfShader);
return env;
}