From 8fc5d1cacfe407e48dcc387bd7d731a6d856fe6f Mon Sep 17 00:00:00 2001 From: devdad Date: Wed, 20 Nov 2024 00:57:02 +0100 Subject: [PATCH] removed rpbr.h removed rpbr.h --- examples/shaders/rpbr.h | 466 ---------------------------------------- 1 file changed, 466 deletions(-) delete mode 100644 examples/shaders/rpbr.h diff --git a/examples/shaders/rpbr.h b/examples/shaders/rpbr.h deleted file mode 100644 index a8b7e9394..000000000 --- a/examples/shaders/rpbr.h +++ /dev/null @@ -1,466 +0,0 @@ -/********************************************************************************************** -* -* raylib.pbr - Some useful functions to deal with pbr materials and lights -* -* CONFIGURATION: -* -* #define RPBR_IMPLEMENTATION -* Generates the implementation of the library into the included file. -* If not defined, the library is in header only mode and can be included in other headers -* or source files without problems. But only ONE file should hold the implementation. -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad) 2017-2020 Victor Fisac(@victorfisac),Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RPBR_H -#define RPBR_H -#include "raylib.h" - - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#define MAX_LIGHTS 4 // Max dynamic lights supported by shader -#define SHADER_LOC_MAP_MRA SHADER_LOC_MAP_METALNESS //METALLIC, ROUGHNESS and AO -#define SHADER_LOC_MAP_EMISSIVE SHADER_LOC_MAP_HEIGHT //EMISSIVE -#define MATERIAL_MAP_MRA MATERIAL_MAP_METALNESS -#define MATERIAL_MAP_EMISSIVE MATERIAL_MAP_HEIGHT -#define NULL 0 -#define COLOR_TO_ARRAY(c) - -typedef struct { - int enabled; - int type; - Vector3 position; - Vector3 target; - float color[4]; - float intensity; - - int enabledLoc; - int typeLoc; - int positionLoc; - int targetLoc; - int colorLoc; - int intensityLoc; -} PBRLight; - -typedef enum { - LIGHT_DIRECTIONAL = 0, - LIGHT_POINT, - LIGHT_SPOT -} PBRLightType; - -typedef struct{ - Shader pbrShader; - Shader skyShader; - unsigned int cubemap; - unsigned int irradiance; - unsigned int prefilter; - unsigned int brdf; - int modelMatrixLoc; - int pbrViewLoc; - int skyViewLoc; - int skyResolutionLoc; -} PBREnvironment; - -typedef enum{ - PBR_COLOR_ALBEDO = 0, - PBR_COLOR_EMISSIVE -}PBRColorType; - -typedef enum{ - PBR_VEC2_TILING = 0, - PBR_VEC2_OFFSET -}PBRVec2Type; - -typedef enum{ - PBR_PARAM_NORMAL =0, - PBR_PARAM_METALLIC, - PBR_PARAM_ROUGHNESS, - PBR_PARAM_EMISSIVE, - PBR_PARAM_AO -}PBRFloatType; - -typedef enum{ - PBR_TEXTURE_ALBEDO = 0, - PBR_TEXTURE_NORMAL, - PBR_TEXTURE_MRA, - PBR_TEXTURE_EMISSIVE -}PBRTexType; - -// Textures are moved to material from params to pack better and use less textures on the end -// texture MRAE 4Channel R: Metallic G: Roughness B: A: Ambient Occlusion -// texEmissive use just one channel, so we have 3 channels still to use if we need -typedef struct { - Shader pbrShader; - float albedo[4]; - float normal; - float metallic; - float roughness; - float ao; - float emissive[4]; - float ambient[3]; - float emissivePower; - - Texture2D texAlbedo; - Texture2D texNormal; - Texture2D texMRA;//r: Metallic g: Roughness b: AO a:Empty - Texture2D texEmissive; //Emissive Texture - // Using float4 to store tilling at 1st and 2nd position and offset at 3rd and 4th - float texTiling[2]; - float texOffset[2]; - - int useTexAlbedo; - int useTexNormal; - int useTexMRA; - int useTexEmissive; - - int albedoLoc; - int normalLoc; - int metallicLoc; - int roughnessLoc; - int aoLoc; - int emissiveColorLoc; - int emissivePowerLoc; - - int texTilingLoc; - int texOffsetLoc; - - int useTexAlbedoLoc; - int useTexNormalLoc; - int useTexMRAELoc; - int useTexEmissiveLoc; -} PBRMaterial; - -typedef struct{ - Model model; - PBRMaterial pbrMat; -}PBRModel; - -#ifdef __cplusplus -extern "C" { -#endif - - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- - -// Create a light and get shader locations -PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color,float intensity, Shader shader); -// Send light properties to shader -void PBRLightUpdate(Shader shader, PBRLight light); - -//For now until we do real skylight -void PBRSetAmbient(Shader shader, Color color, float intensity); - -PBRModel PBRModelLoad(const char *fileName); -PBRModel PBRModelLoadFromMesh(Mesh mesh); - -void PBRLoadTextures(PBRMaterial *pbrMat,PBRTexType pbrTexType,const char *fileName); -void UnloadPBRMaterial(PBRMaterial pbrMat); -void PBRSetColor(PBRMaterial *pbrMat,PBRColorType pbrColorType,Color color); -void PBRSetVec2(PBRMaterial *pbrMat,PBRVec2Type type,Vector2 value); -void PBRSetFloat(PBRMaterial *pbrMat, PBRFloatType pbrParamType, float value); - -void PBRMaterialSetup( PBRMaterial *pbrMat,Shader pbrShader, PBREnvironment* environment); -void PBRSetMaterial(PBRModel* model,PBRMaterial* pbrMat,int matIndex); -void PBRDrawModel(PBRModel pbrModel, Vector3 position, float scale); - -#ifdef __cplusplus -} -#endif - -#endif //RPBR_H - -/*********************************************************************************** -* -* RPBR IMPLEMENTATION -* -************************************************************************************/ - -#if defined(RPBR_IMPLEMENTATION) - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -static int lightsCount = 0; // Current amount of created lights - -// Create a light and get shader locations -PBRLight PBRLightCreate(int type, Vector3 position, Vector3 target, Color color,float intensity, Shader shader) -{ - PBRLight light = { 0 }; - - if (lightsCount < MAX_LIGHTS) - { - light.enabled = 1; - light.type = type; - light.position = position; - light.target = target; - light.color[0] = (float)color.r/(float)255; - light.color[1] = (float)color.g/(float)255; - light.color[2] = (float)color.b/(float)255; - light.color[3] = (float)color.a/(float)255; - light.intensity = intensity; - // NOTE: Lighting shader naming must be the provided ones - light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount)); - light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount)); - light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount)); - light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount)); - light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount)); - light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightsCount)); - PBRLightUpdate(shader, light); - - lightsCount++; - } - - return light; -} - -// Send light properties to shader -// NOTE: Light shader locations should be available -void PBRLightUpdate(Shader shader, PBRLight 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); -} - -void PBRSetAmbient(Shader shader, Color color, float intensity){ - float col[3] = {color.r/255,color.g/255,color.b/255}; - SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), col, SHADER_UNIFORM_VEC3); - SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &intensity, SHADER_UNIFORM_FLOAT); -} - -void PBRMaterialSetup(PBRMaterial *pbrMat, Shader pbrShader, PBREnvironment* environment){ - pbrMat->pbrShader = pbrShader; - - pbrMat->texAlbedo = (Texture2D){0}; - pbrMat->texNormal = (Texture2D){0}; - pbrMat->texMRA = (Texture2D){0}; - pbrMat->texEmissive = (Texture2D){0}; - - //PBRParam - pbrMat->albedo[0] = 1.0; - pbrMat->albedo[1] = 1.0; - pbrMat->albedo[2] = 1.0; - pbrMat->albedo[3] = 1.0; - pbrMat->metallic = 0; - pbrMat->roughness = 0; - pbrMat->ao = 1.0; - pbrMat->normal = 1; - pbrMat->emissive[0] = 0; - pbrMat->emissive[1] = 0; - pbrMat->emissive[2] = 0; - pbrMat->emissive[3] = 0; - - pbrMat->texTiling[0] = 1.0; - pbrMat->texTiling[1] = 1.0; - pbrMat->texOffset[0] = 0.0; - pbrMat->texOffset[1] = 0.0; - pbrMat->emissivePower = 1.0; - // Set up PBR shader material locations - - pbrMat->albedoLoc = GetShaderLocation(pbrMat->pbrShader, "albedoColor"); - pbrMat->normalLoc = GetShaderLocation(pbrMat->pbrShader, "normalValue"); - pbrMat->metallicLoc = GetShaderLocation(pbrMat->pbrShader, "metallicValue"); - pbrMat->roughnessLoc = GetShaderLocation(pbrMat->pbrShader, "roughnessValue"); - pbrMat->aoLoc = GetShaderLocation(pbrMat->pbrShader, "aoValue"); - pbrMat->emissiveColorLoc = GetShaderLocation(pbrMat->pbrShader, "emissiveColor"); - pbrMat->emissivePowerLoc = GetShaderLocation(pbrMat->pbrShader, "emissivePower"); - - pbrMat->texTilingLoc = GetShaderLocation(pbrMat->pbrShader, "tiling"); - pbrMat->texOffsetLoc = GetShaderLocation(pbrMat->pbrShader, "offset"); - - pbrMat->useTexAlbedoLoc = GetShaderLocation(pbrMat->pbrShader, "useTexAlbedo"); - pbrMat->useTexNormalLoc = GetShaderLocation(pbrMat->pbrShader, "useTexNormal"); - pbrMat->useTexMRAELoc = GetShaderLocation(pbrMat->pbrShader, "useTexMRA"); - pbrMat->useTexEmissiveLoc = GetShaderLocation(pbrMat->pbrShader, "useTexEmissive"); - - SetShaderValue(pbrMat->pbrShader,pbrMat->albedoLoc,pbrMat->albedo,SHADER_UNIFORM_VEC4); - SetShaderValue(pbrMat->pbrShader, pbrMat->emissiveColorLoc, pbrMat->emissive, SHADER_UNIFORM_VEC4); - SetShaderValue(pbrMat->pbrShader, pbrMat->emissivePowerLoc, &pbrMat->emissivePower, SHADER_UNIFORM_FLOAT); - SetShaderValue(pbrMat->pbrShader,pbrMat->metallicLoc,&pbrMat->metallic,SHADER_UNIFORM_FLOAT); - SetShaderValue(pbrMat->pbrShader,pbrMat->roughnessLoc,&pbrMat->roughness,SHADER_UNIFORM_FLOAT); - SetShaderValue(pbrMat->pbrShader,pbrMat->aoLoc,&pbrMat->ao,SHADER_UNIFORM_FLOAT); - SetShaderValue(pbrMat->pbrShader,pbrMat->normalLoc,&pbrMat->normal,SHADER_UNIFORM_FLOAT); - SetShaderValue(pbrMat->pbrShader,pbrMat->texTilingLoc,pbrMat->texTiling,SHADER_UNIFORM_VEC2); - SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,pbrMat->texOffset,SHADER_UNIFORM_VEC2); -} - -void PBRLoadTextures(PBRMaterial *pbrMat,PBRTexType pbrTexType,const char *fileName){ - if(pbrMat == NULL) return; - switch(pbrTexType){ - case PBR_TEXTURE_ALBEDO: - pbrMat->texAlbedo = LoadTexture(fileName); - pbrMat->useTexAlbedo = 1; - break; - case PBR_TEXTURE_MRA: - pbrMat->texMRA = LoadTexture(fileName); - pbrMat->useTexMRA = 1; - break; - case PBR_TEXTURE_NORMAL: - pbrMat->texNormal = LoadTexture(fileName); - pbrMat->useTexNormal = 1; - break; - case PBR_TEXTURE_EMISSIVE: - pbrMat->texEmissive = LoadTexture(fileName); - pbrMat->useTexEmissive = 1; - break; - } -} - -void UnloadPBRMaterial(PBRMaterial pbrMat){ - if(pbrMat.useTexAlbedo == 1) UnloadTexture(pbrMat.texAlbedo); - if(pbrMat.useTexNormal == 1) UnloadTexture(pbrMat.texNormal); - if(pbrMat.useTexMRA == 1) UnloadTexture(pbrMat.texMRA); - if(pbrMat.useTexEmissive == 1) UnloadTexture(pbrMat.texEmissive); -} - -void PBRSetColor(PBRMaterial *pbrMat,PBRColorType pbrColorType,Color color){ - if(pbrMat == NULL) return; - switch(pbrColorType){ - case PBR_COLOR_ALBEDO: - pbrMat->albedo[0] = (float) color.r / 255; - pbrMat->albedo[1] = (float) color.g / 255; - pbrMat->albedo[2] = (float) color.b / 255; - pbrMat->albedo[3] = (float) color.a / 255; - SetShaderValue(pbrMat->pbrShader,pbrMat->albedoLoc,pbrMat->albedo,SHADER_UNIFORM_VEC4); - break; - case PBR_COLOR_EMISSIVE: - pbrMat->emissive[0] = (float) color.r / 255; - pbrMat->emissive[1] = (float) color.g / 255; - pbrMat->emissive[2] = (float) color.b / 255; - pbrMat->emissive[3] = (float) color.a / 255; - SetShaderValue(pbrMat->pbrShader, pbrMat->emissiveColorLoc, pbrMat->emissive, SHADER_UNIFORM_VEC4); - break; - } -} - -void PBRSetFloat(PBRMaterial *pbrMat, PBRFloatType pbrParamType, float value){ - if(pbrMat == NULL) return; - switch(pbrParamType){ - case PBR_PARAM_METALLIC: - pbrMat->metallic = value; - SetShaderValue(pbrMat->pbrShader,pbrMat->metallicLoc,&pbrMat->metallic,SHADER_UNIFORM_FLOAT); - break; - case PBR_PARAM_ROUGHNESS: - pbrMat->roughness = value; - SetShaderValue(pbrMat->pbrShader,pbrMat->roughnessLoc,&pbrMat->roughness,SHADER_UNIFORM_FLOAT); - break; - case PBR_PARAM_NORMAL: - pbrMat->normal = value; - SetShaderValue(pbrMat->pbrShader,pbrMat->normalLoc,&pbrMat->normal,SHADER_UNIFORM_FLOAT); - break; - case PBR_PARAM_AO: - pbrMat->ao = value; - SetShaderValue(pbrMat->pbrShader,pbrMat->aoLoc,&pbrMat->ao,SHADER_UNIFORM_FLOAT); - break; - case PBR_PARAM_EMISSIVE: - pbrMat->emissivePower = value; - SetShaderValue(pbrMat->pbrShader,pbrMat->emissivePowerLoc,&pbrMat->emissivePower,SHADER_UNIFORM_FLOAT); - break; - } -} - - -void PBRSetVec2(PBRMaterial *pbrMat,PBRVec2Type type,Vector2 value){ - switch(type){ - case PBR_VEC2_TILING: - pbrMat->texTiling[0] = value.x; - pbrMat->texTiling[1] = value.y; - SetShaderValue(pbrMat->pbrShader,pbrMat->texTilingLoc,&pbrMat->texTiling,SHADER_UNIFORM_VEC2); - break; - case PBR_VEC2_OFFSET: - pbrMat->texOffset[0] = value.x; - pbrMat->texOffset[1] = value.y; - SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,&pbrMat->texOffset,SHADER_UNIFORM_VEC2); - break; - } -} - -void PBRSetMaterial(PBRModel* model,PBRMaterial* pbrMat,int matIndex){ - - - model->pbrMat = *pbrMat; - model->model.materials[matIndex].shader = model->pbrMat.pbrShader; - pbrMat->pbrShader.locs[SHADER_LOC_MAP_MRA] = GetShaderLocation(pbrMat->pbrShader, "mraMap"); - pbrMat->pbrShader.locs[SHADER_LOC_MAP_EMISSIVE] = GetShaderLocation(pbrMat->pbrShader, "emissiveMap"); - pbrMat->pbrShader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(pbrMat->pbrShader, "normalMap"); - - if(pbrMat->useTexAlbedo) { - model->model.materials[matIndex].maps[MATERIAL_MAP_ALBEDO].texture = pbrMat->texAlbedo; - } - if(pbrMat->useTexMRA) { - model->model.materials[matIndex].maps[MATERIAL_MAP_MRA].texture = pbrMat->texMRA; - } - if(pbrMat->useTexNormal) { - model->model.materials[matIndex].maps[MATERIAL_MAP_NORMAL].texture = pbrMat->texNormal; - } - if(pbrMat->useTexEmissive) { - model->model.materials[matIndex].maps[MATERIAL_MAP_EMISSIVE].texture = pbrMat->texEmissive; - } - - SetShaderValue(pbrMat->pbrShader,pbrMat->useTexAlbedoLoc,&pbrMat->useTexAlbedo,SHADER_UNIFORM_INT); - SetShaderValue(pbrMat->pbrShader,pbrMat->useTexNormalLoc,&pbrMat->useTexNormal,SHADER_UNIFORM_INT); - SetShaderValue(pbrMat->pbrShader, pbrMat->useTexMRAELoc, &pbrMat->useTexMRA, SHADER_UNIFORM_INT); - SetShaderValue(pbrMat->pbrShader, pbrMat->useTexEmissiveLoc, &pbrMat->useTexEmissive, SHADER_UNIFORM_INT); -} - -void PBRDrawModel(PBRModel pbrModel, Vector3 position, float scale){ - PBRMaterial *pbrMat = &pbrModel.pbrMat; - SetShaderValue(pbrMat->pbrShader,pbrMat->albedoLoc,pbrMat->albedo,SHADER_UNIFORM_VEC4); - SetShaderValue(pbrMat->pbrShader, pbrMat->emissiveColorLoc, pbrMat->emissive, SHADER_UNIFORM_VEC4); - SetShaderValue(pbrMat->pbrShader,pbrMat->metallicLoc,&pbrMat->metallic,SHADER_UNIFORM_FLOAT); - SetShaderValue(pbrMat->pbrShader,pbrMat->roughnessLoc,&pbrMat->roughness,SHADER_UNIFORM_FLOAT); - SetShaderValue(pbrMat->pbrShader,pbrMat->aoLoc,&pbrMat->ao,SHADER_UNIFORM_FLOAT); - SetShaderValue(pbrMat->pbrShader,pbrMat->normalLoc,&pbrMat->normal,SHADER_UNIFORM_FLOAT); - SetShaderValue(pbrMat->pbrShader,pbrMat->texTilingLoc,pbrMat->texTiling,SHADER_UNIFORM_VEC2); - SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,pbrMat->texOffset,SHADER_UNIFORM_VEC2); - - SetShaderValue(pbrMat->pbrShader,pbrMat->useTexAlbedoLoc,&pbrMat->useTexAlbedo,SHADER_UNIFORM_INT); - SetShaderValue(pbrMat->pbrShader,pbrMat->useTexNormalLoc,&pbrMat->useTexNormal,SHADER_UNIFORM_INT); - SetShaderValue(pbrMat->pbrShader, pbrMat->useTexMRAELoc, &pbrMat->useTexMRA, SHADER_UNIFORM_INT); - SetShaderValue(pbrMat->pbrShader, pbrMat->useTexEmissiveLoc, &pbrMat->useTexEmissive, SHADER_UNIFORM_INT); - - DrawModel(pbrModel.model,position,scale,WHITE); -} - -PBRModel PBRModelLoad(const char *fileName){ - PBRModel pbrModel = (PBRModel){0}; - pbrModel.model = LoadModel(fileName); - return pbrModel; -} - -PBRModel PBRModelLoadFromMesh(Mesh mesh){ - PBRModel pbrModel = (PBRModel){0}; - pbrModel.model = LoadModelFromMesh(mesh); - return pbrModel; -} -#endif // RPBR_IMPLEMENTATION