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170 changes: 170 additions & 0 deletions examples/shaders/basic_pbr.c
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/*******************************************************************************************
*
* raylib [core] example - Model Defuse Normal Shader (adapted for HTML5 platform)
*
* This example is prepared to compile for PLATFORM_WEB and PLATFORM_DESKTOP
* As you will notice, code structure is slightly different to the other examples...
* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning
*
* This example has been created using raylib 5.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad) 2015 Ramon Santamaria (@raysan5)
* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).
********************************************************************************************/

#include "raylib.h"

#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif

#define RPBR_IMPLEMENTATION
#include "rpbr.h"

#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 120
#endif


//----------------------------------------------------------------------------------
// 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


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);

shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
int numOfLightsLoc = GetShaderLocation(shader, "numOfLights");
int numOfLights = 4;
SetShaderValue(shader, numOfLightsLoc, &numOfLights, SHADER_UNIFORM_INT);

Color ambCol = (Color){26,32,135,255};
float ambIntens = 0.02;

int albedoLoc = GetShaderLocation(shader, "albedo");
PBRSetAmbient(shader,ambCol,ambIntens);

// 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);

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
{
// 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_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; }

// 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);
}
//----------------------------------------------------------------------------------

// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
BeginMode3D(camera);

PBRDrawModel(floor, (Vector3){0,0,0}, 5.0f);
PBRDrawModel(model, (Vector3) {0, 0.0, 0}, 0.005);

// 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));
}
EndMode3D();

DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, GRAY);
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

CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

return 0;
}
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156 changes: 156 additions & 0 deletions examples/shaders/resources/shaders/glsl100/pbr.fs
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#version 100

precision mediump float;

#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
#define PI 3.14159265358979323846

struct Light {
int enabled;
int type;
vec3 position;
vec3 target;
vec4 color;
float intensity;
};

// 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;


// Input uniform values
uniform int numOfLights;
uniform sampler2D albedoMap;
uniform sampler2D mraMap;
uniform sampler2D normalMap;
uniform sampler2D emissiveMap; // r: Hight g:emissive

uniform vec2 tiling;
uniform vec2 offset;

uniform int useTexAlbedo;
uniform int useTexNormal;
uniform int useTexMRA;
uniform int useTexEmissive;

uniform vec4 albedoColor;
uniform vec4 emissiveColor;
uniform float normalValue;
uniform float metallicValue;
uniform float roughnessValue;
uniform float aoValue;
uniform float emissivePower;

// Input lighting values
uniform Light lights[MAX_LIGHTS];
uniform vec3 viewPos;

uniform vec3 ambientColor;
uniform float ambient;

// refl in range 0 to 1
// returns base reflectivity to 1
// incrase reflectivity when surface view at larger angle
vec3 schlickFresnel(float hDotV,vec3 refl)
{
return refl + (1.0 - refl) * pow(1.0 - hDotV,5.0);
}

float ggxDistribution(float nDotH,float roughness)
{
float a = roughness * roughness * roughness * roughness;
float d = nDotH * nDotH * (a - 1.0) + 1.0;
d = PI * d * d;
return a / max(d,0.0000001);
}

float geomSmith(float nDotV,float nDotL,float roughness)
{
float r = roughness + 1.0;
float k = r * r / 8.0;
float ik = 1.0 - k;
float ggx1 = nDotV / (nDotV * ik + k);
float ggx2 = nDotL / (nDotL * ik + k);
return ggx1 * ggx2;
}

vec3 pbr(){
vec3 albedo = texture2D(albedoMap,vec2(fragTexCoord.x*tiling.x+offset.x,fragTexCoord.y*tiling.y+offset.y)).rgb;
albedo = vec3(albedoColor.x*albedo.x,albedoColor.y*albedo.y,albedoColor.z*albedo.z);
float metallic = clamp(metallicValue,0.0,1.0);
float roughness = clamp(roughnessValue,0.0,1.0);
float ao = clamp(aoValue,0.0,1.0);
if(useTexMRA == 1) {
vec4 mra = texture2D(mraMap, vec2(fragTexCoord.x * tiling.x + offset.x, fragTexCoord.y * tiling.y + offset.y));
metallic = clamp(mra.r+metallicValue,0.04,1.0);
roughness = clamp(mra.g+roughnessValue,0.04,1.0);
ao = (mra.b+aoValue)*0.5;
}



vec3 N = normalize(fragNormal);
if(useTexNormal == 1) {
N = texture2D(normalMap, vec2(fragTexCoord.x * tiling.x + offset.y, fragTexCoord.y * tiling.y + offset.y)).rgb;
N = normalize(N * 2.0 - 1.0);
N = normalize(N * TBN);
}

vec3 V = normalize(viewPos - fragPosition);

vec3 e = vec3(0);
e = (texture2D(emissiveMap, vec2(fragTexCoord.x*tiling.x+offset.x, fragTexCoord.y*tiling.y+offset.y)).rgb).g * emissiveColor.rgb*emissivePower * float(useTexEmissive);

//return N;//vec3(metallic,metallic,metallic);
//if dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity
vec3 baseRefl = mix(vec3(0.04),albedo.rgb,metallic);
vec3 Lo = vec3(0.0); // acumulate lighting lum

for(int i=0;i<numOfLights;++i){

vec3 L = normalize(lights[i].position - fragPosition); // calc light vector
vec3 H = normalize(V + L); // calc halfway bisecting vector
float dist = length(lights[i].position - fragPosition); // calc distance to light
float attenuation = 1.0 / (dist * dist * 0.23); // calc attenuation
vec3 radiance = lights[i].color.rgb * lights[i].intensity * attenuation; // calc input radiance,light energy comming in

//Cook-Torrance BRDF distribution function
float nDotV = max(dot(N,V),0.0000001);
float nDotL = max(dot(N,L),0.0000001);
float hDotV = max(dot(H,V),0.0);
float nDotH = max(dot(N,H),0.0);
float D = ggxDistribution(nDotH,roughness); // larger the more micro-facets aligned to H
float G = geomSmith(nDotV,nDotL,roughness); // smaller the more micro-facets shadow
vec3 F = schlickFresnel(hDotV, baseRefl); // fresnel proportion of specular reflectance

vec3 spec = (D * G * F) / (4.0 * nDotV * nDotL);
// difuse and spec light can't be above 1.0
// kD = 1.0 - kS diffuse component is equal 1.0 - spec comonent
vec3 kD = vec3(1.0) - F;
//mult kD by the inverse of metallnes , only non-metals should have diffuse light
kD *= 1.0 - metallic;
Lo += ((kD * albedo.rgb / PI + spec) * radiance * nDotL)*float(lights[i].enabled); // angle of light has impact on result
}
vec3 ambient_final = (ambientColor + albedo)* ambient * 0.5;
return ambient_final+Lo*ao+e;
}

void main()
{
vec3 color = pbr();

//HDR tonemapping
color = pow(color,color + vec3(1.0));
//gamma correction
color = pow(color,vec3(1.0/2.2));

gl_FragColor = vec4(color,1.0);

}
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