Adding support for PBR materials -IN PROGRESS-

Review models module (materials, mesh functionality)
This commit is contained in:
Ray 2017-06-27 14:22:56 +02:00
parent 32fc3608ea
commit 9fdac1b7ae
4 changed files with 356 additions and 75 deletions

View File

@ -587,6 +587,27 @@ void DrawGizmo(Vector3 position)
rlPopMatrix();
}
// Load model from files (mesh and material)
Model LoadModel(const char *fileName)
{
Model model = { 0 };
model.mesh = LoadMesh(fileName);
model.transform = MatrixIdentity();
model.material = LoadMaterialDefault();
return model;
}
// Unload model from memory (RAM and/or VRAM)
void UnloadModel(Model model)
{
UnloadMesh(&model.mesh);
UnloadMaterial(model.material);
TraceLog(INFO, "Unloaded model data (mesh and material) from RAM and VRAM");
}
// Load mesh from file
Mesh LoadMesh(const char *fileName)
{
@ -608,6 +629,7 @@ Mesh LoadMesh(const char *fileName)
// Load mesh from vertex data
// NOTE: All vertex data arrays must be same size: vertexCount
/*
Mesh LoadMeshEx(int vertexCount, float *vData, float *vtData, float *vnData, Color *cData)
{
Mesh mesh = { 0 };
@ -626,63 +648,27 @@ Mesh LoadMeshEx(int vertexCount, float *vData, float *vtData, float *vnData, Col
return mesh;
}
// Load model from file
Model LoadModel(const char *fileName)
{
Model model = { 0 };
model.mesh = LoadMesh(fileName);
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
return model;
}
// Load model from mesh data
Model LoadModelFromMesh(Mesh data, bool dynamic)
{
Model model = { 0 };
model.mesh = data;
rlglLoadMesh(&model.mesh, dynamic); // Upload vertex data to GPU
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
return model;
}
*/
// Load heightmap model from image data
// NOTE: model map size is defined in generic units
Model LoadHeightmap(Image heightmap, Vector3 size)
Mesh LoadMeshHeightmap(Image heightmap, Vector3 size)
{
Model model = { 0 };
Mesh mesh = GenMeshHeightmap(heightmap, size);
model.mesh = GenMeshHeightmap(heightmap, size);
rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static model)
rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model)
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
return model;
return mesh;
}
// Load cubes-based map model from image data
Model LoadCubicmap(Image cubicmap)
Mesh LoadMeshCubicmap(Image cubicmap)
{
Model model = { 0 };
Mesh mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0f, 1.5f, 1.0f });
model.mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0f, 1.5f, 1.0f });
rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static model)
rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model)
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
return model;
return mesh;
}
// Unload mesh from memory (RAM and/or VRAM)
@ -691,15 +677,6 @@ void UnloadMesh(Mesh *mesh)
rlglUnloadMesh(mesh);
}
// Unload model from memory (RAM and/or VRAM)
void UnloadModel(Model model)
{
UnloadMesh(&model.mesh);
UnloadMaterial(model.material);
TraceLog(INFO, "Unloaded model data (mesh and material) from RAM and VRAM");
}
// Load material data (from file)
Material LoadMaterial(const char *fileName)
{
@ -714,8 +691,8 @@ Material LoadMaterial(const char *fileName)
return material;
}
// Load default material (uses default models shader)
Material LoadDefaultMaterial(void)
// Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
Material LoadMaterialDefault(void)
{
Material material = { 0 };
@ -734,13 +711,311 @@ Material LoadDefaultMaterial(void)
return material;
}
// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
Material LoadMaterialPBR(Texture2D cubemap, Color albedo, int metalness, int roughness)
{
Material mat = { 0 };
#define PATH_PBR_VS "resources/shaders/pbr.vs" // Path to physically based rendering vertex shader
#define PATH_PBR_FS "resources/shaders/pbr.fs" // Path to physically based rendering fragment shader
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);
// 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);
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 };
// Set up material cubemap
mat.maps[TEXMAP_CUBEMAP].tex = cubemap;
// NOTE: All maps textures are set to { 0 }
return mat;
}
// Load environment material: cubemap, irradiance, prefilter and BRDF maps
// NOTE: Irradiance, prefilter and brdf textures are generated from HDR cubemap texture
Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSize, int prefilterSize, int brdfSize)
{
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_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
#define PATH_BRDF_FS "resources/shaders/brdf.fs" // Path to bidirectional reflectance distribution function fragment shader
#define LOC_CUSTOM_SKYRESOLUTION 15
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);
/*
// Set up depth face culling and cube map seamless
glDepthFunc(GL_LEQUAL);
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
glLineWidth(2);
// Load HDR environment texture
Texture2D skyTex = LoadTexture(filename);
// Set up framebuffer for skybox
unsigned int captureFBO, captureRBO;
glGenFramebuffers(1, &captureFBO);
glGenRenderbuffers(1, &captureRBO);
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, cubemapSize, cubemapSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, captureRBO);
// Set up cubemap to render and attach to framebuffer
// NOTE: faces are stored with 16 bit floating point values
glGenTextures(1, &env.maps[TEXMAP_CUBEMAP].tex.id);
glBindTexture(GL_TEXTURE_CUBE_MAP, env.maps[TEXMAP_CUBEMAP].tex.id);
for (unsigned int i = 0; i < 6; i++) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, cubemapSize, cubemapSize, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Create projection (transposed) and different views for each face
Matrix captureProjection = MatrixPerspective(90.0f, 1.0f, 0.01, 1000.0);
MatrixTranspose(&captureProjection);
Matrix captureViews[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 })
};
// Convert HDR equirectangular environment map to cubemap equivalent
glUseProgram(cubeShader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, skyTex.id);
SetShaderValueMatrix(cubeShader, cubeProjectionLoc, captureProjection);
// Note: don't forget to configure the viewport to the capture dimensions
rlViewport(0, 0, cubemapSize, cubemapSize);
rlEnableRenderTexture(captureFBO);
for (unsigned int i = 0; i < 6; i++)
{
SetShaderValueMatrix(cubeShader, 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();
}
// Unbind framebuffer and textures
rlEnableRenderTexture(0);
// 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);
for (unsigned int i = 0; i < 6; i++) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, irradianceSize, irradianceSize, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, irradianceSize, irradianceSize);
// Solve diffuse integral by convolution to create an irradiance cubemap
glUseProgram(irradianceShader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, env.maps[TEXMAP_CUBEMAP].tex.id);
SetShaderValueMatrix(irradianceShader, irradianceProjectionLoc, captureProjection);
// Note: don't forget to configure the viewport to the capture dimensions
rlViewport(0, 0, irradianceSize, irradianceSize);
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
for (unsigned int i = 0; i < 6; i++)
{
SetShaderValueMatrix(irradianceShader, irradianceViewLoc, captureViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, env.maps[TEXMAP_IRRADIANCE].tex.id, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RenderCube();
}
// Unbind framebuffer and textures
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// 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);
for (unsigned int i = 0; i < 6; i++) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, prefilterSize, prefilterSize, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Generate mipmaps for the prefiltered HDR texture
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
// Prefilter HDR and store data into mipmap levels
glUseProgram(prefilterShader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, env.maps[TEXMAP_CUBEMAP].tex.id);
SetShaderValueMatrix(prefilterShader, prefilterProjectionLoc, captureProjection);
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
{
// Resize framebuffer according to mip-level size.
unsigned int mipWidth = prefilterSize*powf(0.5f, mip);
unsigned int mipHeight = prefilterSize*powf(0.5f, mip);
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
glViewport(0, 0, mipWidth, mipHeight);
float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
glUniform1f(prefilterRoughnessLoc, roughness);
for (unsigned int i = 0; i < 6; ++i)
{
SetShaderValueMatrix(prefilterShader, prefilterViewLoc, captureViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, env.maps[TEXMAP_PREFILTER].tex.id, mip);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RenderCube();
}
}
// Unbind framebuffer and textures
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Generate BRDF convolution texture
glGenTextures(1, &env.maps[TEXMAP_BRDF].tex.id);
glBindTexture(GL_TEXTURE_2D, env.maps[TEXMAP_BRDF].tex.id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, brdfSize, brdfSize, 0, GL_RG, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Render BRDF LUT into a quad using default FBO
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, brdfSize, brdfSize);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, env.maps[TEXMAP_BRDF].tex.id, 0);
rlViewport(0, 0, brdfSize, brdfSize);
glUseProgram(brdfShader.id);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RenderQuad();
// 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);
*/
// Reset viewport dimensions to default
rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
UnloadShader(cubeShader);
UnloadShader(irradianceShader);
UnloadShader(prefilterShader);
UnloadShader(brdfShader);
return env;
}
// Unload material from memory
void UnloadMaterial(Material material)
{
rlDeleteTextures(material.maps[TEXMAP_DIFFUSE].tex.id);
rlDeleteTextures(material.maps[TEXMAP_NORMAL].tex.id);
rlDeleteTextures(material.maps[TEXMAP_SPECULAR].tex.id);
// Unload material shader
UnloadShader(material.shader);
// Unload loaded texture maps
for (int i = 0; i < MAX_MATERIAL_TEXTURE_MAPS; i++)
{
// NOTE: We already check for (tex.id > 0) inside function
rlDeleteTextures(material.maps[i].tex.id);
}
}
// Set material texture
void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture)
{
mat->maps[texmapType].tex = texture;
}
// Unset texture from material and unload it from GPU
void UnsetMaterialTexture(Material *mat, int texmapType)
{
UnloadTexture(mat->maps[texmapType].tex);
mat->maps[texmapType].tex = (Texture2D){ 0 };
}
// Generate a mesh from heightmap
static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
@ -1937,7 +2212,7 @@ static Material LoadMTL(const char *fileName)
{
#define MAX_BUFFER_SIZE 128
Material material = { 0 }; // LoadDefaultMaterial();
Material material = { 0 };
char buffer[MAX_BUFFER_SIZE];
Vector3 color = { 1.0f, 1.0f, 1.0f };

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@ -293,7 +293,7 @@
// Shader and material limits
#define MAX_SHADER_LOCATIONS 32
#define MAX_MATERIAL_TEXTURE_MAPS 8
#define MAX_MATERIAL_TEXTURE_MAPS 12
#define MAX_MATERIAL_PARAMS 8
//----------------------------------------------------------------------------------
@ -973,21 +973,27 @@ RLAPI void DrawGizmo(Vector3 position);
//------------------------------------------------------------------------------------
// Model loading/unloading functions
RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data
RLAPI Model LoadModel(const char *fileName); // Load model from file
RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data
RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data
RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data
RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material)
RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
// Mesh loading/unloading functions
RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
RLAPI Mesh LoadMeshHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data
RLAPI Mesh LoadMeshCubicmap(Image cubicmap); // Load cubes-based map model from image data
//RLAPI void UpdateMesh(Mesh *mesh, int type, void *data); // Update mesh data (CPU and GPU)
RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
// Material loading/unloading functions
RLAPI Material LoadMaterial(const char *fileName); // Load material from file
RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI Material LoadMaterialPBR(Texture2D cubemap, Color albedo, int metalness, int roughness); // Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS...)
//RLAPI Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSize, int prefilterSize, int brdfSize); // Load environment material: cubemap, irradiance, prefilter and BRDF maps
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture); // Set material texture
RLAPI void UnsetMaterialTexture(Material *mat, int texmapType); // Unset texture from material and unload it from GPU
// Model drawing functions
RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform);
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters

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@ -923,7 +923,7 @@ void rlDisableWireMode(void)
// Unload texture from GPU memory
void rlDeleteTextures(unsigned int id)
{
if (id != 0) glDeleteTextures(1, &id);
if (id > 0) glDeleteTextures(1, &id);
}
// Unload render texture from GPU memory

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@ -105,11 +105,6 @@
#define MAX_QUADS_BATCH 1024 // Be careful with text, every letter maps a quad
#endif
// Shader and material limits
#define MAX_SHADER_LOCATIONS 32
#define MAX_MATERIAL_TEXTURE_MAPS 8
#define MAX_MATERIAL_PARAMS 8
// Texture parameters (equivalent to OpenGL defines)
#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
@ -237,6 +232,11 @@ typedef unsigned char byte;
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh;
// Shader and material limits
#define MAX_SHADER_LOCATIONS 32
#define MAX_MATERIAL_TEXTURE_MAPS 12
#define MAX_MATERIAL_PARAMS 8
// Shader type (generic)
typedef struct Shader {
unsigned int id; // Shader program id