/******************************************************************************************* * * raylib [shaders] example - basic pbr * * Example complexity rating: [★★★★] 4/4 * * Example originally created with raylib 5.0, last time updated with raylib 5.5 * * Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2023-2025 Afan OLOVCIC (@_DevDad) * * Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox, * licensed under Creative Commons Attribution-NonCommercial * (http://creativecommons.org/licenses/by-nc/4.0/) * ********************************************************************************************/ using System.Numerics; using Examples.Shared; using static Raylib_cs.Raylib; namespace Examples.Shaders; public class BasicPbr : IExample { #if BROWSER const int GlslVersion = 100; // WebGL1 needs GLSL ES 100 #else private const int GlslVersion = 330; #endif private const int screenWidth = 800; private const int screenHeight = 450; public string Name => "Shaders / Basic PBR"; public string Title => "raylib [shaders] example - basic pbr"; public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint; private Camera3D camera; private Shader shader; private Model car; private Model floor; private PbrLight[] lights; private int metallicValueLoc; private int roughnessValueLoc; private int emissiveIntensityLoc; private int emissiveColorLoc; private int textureTilingLoc; private Vector2 carTextureTiling; private Vector2 floorTextureTiling; public unsafe void Init() { // Define the camera to look into our 3d world camera = new(); camera.Position = new Vector3(2.0f, 2.0f, 6.0f); camera.Target = new Vector3(0.0f, 0.5f, 0.0f); camera.Up = new Vector3(0.0f, 1.0f, 0.0f); camera.FovY = 45.0f; camera.Projection = CameraProjection.Perspective; // Load PBR shader and setup all required locations shader = LoadShader($"resources/shaders/glsl{GlslVersion}/pbr.vs", $"resources/shaders/glsl{GlslVersion}/pbr.fs"); shader.Locs[(int)ShaderLocationIndex.MapAlbedo] = 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[(int)ShaderLocationIndex.MapMetalness] = GetShaderLocation(shader, "mraMap"); shader.Locs[(int)ShaderLocationIndex.MapNormal] = 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[(int)ShaderLocationIndex.MapEmission] = GetShaderLocation(shader, "emissiveMap"); shader.Locs[(int)ShaderLocationIndex.ColorDiffuse] = GetShaderLocation(shader, "albedoColor"); // Setup additional required shader locations, including lights data shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos"); var lightCountLoc = GetShaderLocation(shader, "numOfLights"); var maxLightCount = 4; SetShaderValue(shader, lightCountLoc, &maxLightCount, ShaderUniformDataType.Int); // Setup ambient color and intensity parameters var ambientIntensity = 0.02f; var ambientColor = new Color(26, 32, 135, 255); var ambientColorNormalized = new Vector3(ambientColor.R / 255.0F, ambientColor.G / 255.0F, ambientColor.B / 255.0F); SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), &ambientColorNormalized, ShaderUniformDataType.Vec3); SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, ShaderUniformDataType.Float); // Get location for shader parameters that can be modified in real time metallicValueLoc = GetShaderLocation(shader, "metallicValue"); roughnessValueLoc = GetShaderLocation(shader, "roughnessValue"); emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower"); emissiveColorLoc = GetShaderLocation(shader, "emissiveColor"); textureTilingLoc = GetShaderLocation(shader, "tiling"); // 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 car = LoadModel("resources/models/gltf/old_car_new.glb"); // 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[(int)MaterialMapIndex.Albedo].Color = Color.White; car.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 1.0f; car.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value = 0.0f; car.Materials[0].Maps[(int)MaterialMapIndex.Occlusion].Value = 1.0f; car.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color = new Color(255, 162, 0, 255); // Setup materials[0].maps default textures car.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Texture = LoadTexture("resources/old_car_d.png"); car.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Texture = LoadTexture("resources/old_car_mra.png"); car.Materials[0].Maps[(int)MaterialMapIndex.Normal].Texture = LoadTexture("resources/old_car_n.png"); car.Materials[0].Maps[(int)MaterialMapIndex.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 floor = LoadModel("resources/models/gltf/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[(int)MaterialMapIndex.Albedo].Color = Color.White; floor.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 0.8f; floor.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value = 0.1f; floor.Materials[0].Maps[(int)MaterialMapIndex.Occlusion].Value = 1.0f; floor.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color = Color.Black; floor.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Texture = LoadTexture("resources/road_a.png"); floor.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Texture = LoadTexture("resources/road_mra.png"); floor.Materials[0].Maps[(int)MaterialMapIndex.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) carTextureTiling = new Vector2(0.5f, 0.5f); floorTextureTiling = new Vector2(0.5f, 0.5f); // Create some lights lights = new PbrLight[4]; lights[0] = PbrLights.CreateLight( 0, PbrLightType.Point, new Vector3(-1.0f, 1.0f, -2.0f), new Vector3(0.0f, 0.0f, 0.0f), Color.Yellow, 4.0f, shader); lights[1] = PbrLights.CreateLight(1, PbrLightType.Point, new Vector3(2.0f, 1.0f, 1.0f), new Vector3(0.0f, 0.0f, 0.0f), Color.Green, 3.3f, shader); lights[2] = PbrLights.CreateLight( 2, PbrLightType.Point, new Vector3(-2.0f, 1.0f, 1.0f), new Vector3(0.0f, 0.0f, 0.0f), Color.Red, 8.3f, shader); lights[3] = PbrLights.CreateLight( 3, PbrLightType.Point, new Vector3(1.0f, 1.0f, -2.0f), new Vector3(0.0f, 0.0f, 0.0f), Color.Blue, 2.0f, shader); // Setup material texture maps usage in shader // NOTE: By default, the texture maps are always used var usage = 1; SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &usage, ShaderUniformDataType.Int); SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, ShaderUniformDataType.Int); SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, ShaderUniformDataType.Int); SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, ShaderUniformDataType.Int); } public unsafe void Update() { // Update //---------------------------------------------------------------------------------- UpdateCamera(ref camera, CameraMode.Orbital); // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }) var cameraPos = camera.Position; SetShaderValue(shader, shader.Locs[(int)ShaderLocationIndex.VectorView], cameraPos, ShaderUniformDataType.Vec3); // Check key inputs to enable/disable lights if (IsKeyPressed(KeyboardKey.One)) { lights[2].Enabled = !lights[2].Enabled; } if (IsKeyPressed(KeyboardKey.Two)) { lights[1].Enabled = !lights[1].Enabled; } if (IsKeyPressed(KeyboardKey.Three)) { lights[3].Enabled = !lights[3].Enabled; } if (IsKeyPressed(KeyboardKey.Four)) { lights[0].Enabled = !lights[0].Enabled; } // Update light values on shader (actually, only enable/disable them) for (var i = 0; i < 4; i++) { UpdateLight(shader, lights[i]); } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(Color.Black); BeginMode3D(camera); // Set floor model texture tiling and emissive color parameters on shader SetShaderValue(shader, textureTilingLoc, floorTextureTiling, ShaderUniformDataType.Vec2); var floorEmissiveColor = ColorNormalize(floor.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color); SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, ShaderUniformDataType.Vec4); // Set floor metallic and roughness values var floorMetallicValue = floor.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value; SetShaderValue(shader, metallicValueLoc, &floorMetallicValue, ShaderUniformDataType.Float); var floorRoughnessValue = floor.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value; SetShaderValue(shader, roughnessValueLoc, &floorRoughnessValue, ShaderUniformDataType.Float); DrawModel(floor, Vector3.Zero, 5.0f, Color.White); // Draw floor model // Set old car model texture tiling, emissive color and emissive intensity parameters on shader SetShaderValue(shader, textureTilingLoc, carTextureTiling, ShaderUniformDataType.Vec2); var carEmissiveColor = ColorNormalize(car.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color); SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, ShaderUniformDataType.Vec4); var emissiveIntensity = 0.01f; SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, ShaderUniformDataType.Float); // Set old car metallic and roughness values var carMetallicValue = car.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value; SetShaderValue(shader, metallicValueLoc, &carMetallicValue, ShaderUniformDataType.Float); var carRoughnessValue = car.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value; SetShaderValue(shader, roughnessValueLoc, &carRoughnessValue, ShaderUniformDataType.Float); DrawModel(car, Vector3.Zero, 0.25f, Color.White); // Draw car model // Draw spheres to show the lights positions for (var i = 0; i < 4; i++) { var color = lights[i].Color; var lightColor = new Color((byte)(color.X * 255), (byte)(color.Y * 255), (byte)(color.Z * 255), (byte)(color.W * 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, Color.LightGray); DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, Color.LightGray); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } public unsafe void Unload() { // Unbind (disconnect) shader from car.material[0] // to avoid UnloadMaterial() trying to unload it automatically car.Materials[0].Shader = new(); UnloadMaterial(car.Materials[0]); car.Materials[0].Maps = null; UnloadModel(car); floor.Materials[0].Shader = new(); UnloadMaterial(floor.Materials[0]); floor.Materials[0].Maps = null; UnloadModel(floor); UnloadShader(shader); } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- // Enable Multi Sampling Anti Aliasing 4x (if available) SetConfigFlags(ConfigFlags.Msaa4xHint); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //--------------------------------------------------------------------------------------- var game = new BasicPbr(); game.Init(); // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); //-------------------------------------------------------------------------------------- return 0; } private static void UpdateLight(Shader shader, PbrLight light) { SetShaderValue(shader, light.EnabledLoc, light.Enabled ? 1 : 0, ShaderUniformDataType.Int); SetShaderValue(shader, light.TypeLoc, (int)light.Type, ShaderUniformDataType.Int); // Send to shader light position values SetShaderValue(shader, light.PositionLoc, light.Position, ShaderUniformDataType.Vec3); // Send to shader light target position values SetShaderValue(shader, light.TargetLoc, light.Target, ShaderUniformDataType.Vec3); SetShaderValue(shader, light.ColorLoc, light.Color, ShaderUniformDataType.Vec4); SetShaderValue(shader, light.IntensityLoc, light.Intensity, ShaderUniformDataType.Float); } }