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raylib-cs/Examples/models/models_material_pbr.cs
2018-10-24 21:09:13 +02:00

268 lines
13 KiB
C#

using Raylib;
using static Raylib.Raylib;
using static Raylib.Model;
using static Raylib.CameraMode;
using System;
public enum LightType
{
LIGHT_DIRECTIONAL,
LIGHT_POINT
};
//TODO: move the light system out into it's own class file, rlights.h original
//also make it work properly
public struct Light
{
public bool enabled;
public LightType type;
public Vector3 position;
public Vector3 target;
public Color color;
public int enabledLoc;
public int typeLoc;
public int posLoc;
public int targetLoc;
public int colorLoc;
}
public partial class models_material_pbr
{
/*******************************************************************************************
*
* raylib [models] example - PBR material
*
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public const int CUBEMAP_SIZE = 512;
public const int IRRADIANCE_SIZE = 32;
public const int PREFILTERED_SIZE = 256;
public const int BRDF_SIZE = 512;
public const int MAX_LIGHTS = 4;
public static int lightsCount = 0;
public const float LIGHT_DISTANCE = 3.5f;
public const float LIGHT_HEIGHT = 1.0f;
// PBR material loading
//private static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
public unsafe static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
// Define the camera to look into our 3d world
Camera3D camera = new Camera3D(new Vector3(4.0f, 4.0f, 4.0f), new Vector3(0.0f, 0.5f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f), 45.0f, 0);
// Load model and PBR material
Model model = LoadModel("resources/pbr/trooper.obj");
MeshTangents(ref model.mesh);
model.material = LoadMaterialPBR(new Color(255, 255, 255, 255), 1.0f, 1.0f);
// Define lights attributes
// NOTE: Shader is passed to every light on creation to define shader bindings internally
Light[] lights = new Light[]
{
CreateLight(LightType.LIGHT_POINT, new Vector3( LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f ), new Vector3( 0.0f, 0.0f, 0.0f ), new Color( 255, 0, 0, 255 ), model.material.shader),
CreateLight(LightType.LIGHT_POINT, new Vector3( 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE ), new Vector3( 0.0f, 0.0f, 0.0f ), new Color( 0, 255, 0, 255 ), model.material.shader),
CreateLight(LightType.LIGHT_POINT, new Vector3( -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f ), new Vector3( 0.0f, 0.0f, 0.0f ),new Color( 0, 0, 255, 255 ), model.material.shader),
CreateLight(LightType.LIGHT_DIRECTIONAL, new Vector3(0.0f, LIGHT_HEIGHT * 2.0f, -LIGHT_DISTANCE ), new Vector3( 0.0f, 0.0f, 0.0f ), new Color(255, 0, 255, 255 ), model.material.shader)
};
SetCameraMode(camera, (int)CameraMode.CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera); // Update camera
// Send to material PBR shader camera view position
float[] cameraPos = { camera.position.x, camera.position.y, camera.position.z };
SetShaderValue(model.material.shader, model.material.shader.locs[(int)ShaderLocationIndex.LOC_VECTOR_VIEW], cameraPos, 3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, Vector3Zero(), 1.0f, WHITE);
DrawGrid(10, 1.0f);
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model); // Unload skybox model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
// NOTE: PBR shader is loaded inside this function
unsafe public static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
{
Material mat = new Material(); // NOTE: All maps textures are set to { 0 )
string PATH_PBR_VS = "resources/shaders/pbr.vs";
string PATH_PBR_FS = "resources/shaders/pbr.fs";
mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS);
// Get required locations points for PBR material
// NOTE: Those location names must be available and used in the shader code
mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
//mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
//mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
// Set view matrix location
mat.shader.locs[(int)ShaderLocationIndex.LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
mat.shader.locs[(int)ShaderLocationIndex.LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
mat.shader.locs[(int)ShaderLocationIndex.LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
// Set PBR standard maps
mat.maps[(int)TexmapIndex.MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
mat.maps[(int)TexmapIndex.MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
mat.maps[(int)TexmapIndex.MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
mat.maps[(int)TexmapIndex.MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
mat.maps[(int)TexmapIndex.MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
// Set environment maps
const string PATH_CUBEMAP_VS = "resources/shaders/cubemap.vs"; // Path to equirectangular to cubemap vertex shader
const string PATH_CUBEMAP_FS = "resources/shaders/cubemap.fs"; // Path to equirectangular to cubemap fragment shader
const string PATH_SKYBOX_VS = "resources/shaders/skybox.vs"; // Path to skybox vertex shader
const string PATH_IRRADIANCE_FS = "resources/shaders/irradiance.fs"; // Path to irradiance (GI) calculation fragment shader
const string PATH_PREFILTER_FS = "resources/shaders/prefilter.fs"; // Path to reflection prefilter calculation fragment shader
const string PATH_BRDF_VS = "resources/shaders/brdf.vs"; // Path to bidirectional reflectance distribution function vertex shader
const string PATH_BRDF_FS = "resources/shaders/brdf.fs"; // Path to bidirectional reflectance distribution function fragment shader
Shader shdrCubemap = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS);
Shader shdrIrradiance = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
Shader shdrPrefilter = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
// Setup required shader locations
SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), new int[] { 0 }, 1);
SetShaderValuei(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), new int[] { 0 }, 1);
SetShaderValuei(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), new int[] { 0 }, 1);
Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
mat.maps[(int)TexmapIndex.MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
mat.maps[(int)TexmapIndex.MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
mat.maps[(int)TexmapIndex.MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE);
UnloadTexture(cubemap);
UnloadTexture(texHDR);
// Unload already used shaders (to create specific textures)
UnloadShader(shdrCubemap);
UnloadShader(shdrIrradiance);
UnloadShader(shdrPrefilter);
UnloadShader(shdrBRDF);
// Set textures filtering for better quality
SetTextureFilter(mat.maps[(int)TexmapIndex.MAP_ALBEDO].texture, (int)TextureFilterMode.FILTER_BILINEAR);
SetTextureFilter(mat.maps[(int)TexmapIndex.MAP_NORMAL].texture, (int)TextureFilterMode.FILTER_BILINEAR);
SetTextureFilter(mat.maps[(int)TexmapIndex.MAP_METALNESS].texture, (int)TextureFilterMode.FILTER_BILINEAR);
SetTextureFilter(mat.maps[(int)TexmapIndex.MAP_ROUGHNESS].texture, (int)TextureFilterMode.FILTER_BILINEAR);
SetTextureFilter(mat.maps[(int)TexmapIndex.MAP_OCCLUSION].texture, (int)TextureFilterMode.FILTER_BILINEAR);
// Enable sample usage in shader for assigned textures
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), new int[] { 1 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), new int[] { 1 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), new int[] { 1 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), new int[] { 1 }, 1);
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), new int[] { 1 }, 1);
int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
SetShaderValuei(mat.shader, renderModeLoc, new int[] { 0 }, 1);
// Set up material properties color
mat.maps[(int)TexmapIndex.MAP_ALBEDO].color = albedo;
mat.maps[(int)TexmapIndex.MAP_NORMAL].color = new Color(128, 128, 255, 255);
mat.maps[(int)TexmapIndex.MAP_METALNESS].value = metalness;
mat.maps[(int)TexmapIndex.MAP_ROUGHNESS].value = roughness;
mat.maps[(int)TexmapIndex.MAP_OCCLUSION].value = 1.0f;
mat.maps[(int)TexmapIndex.MAP_EMISSION].value = 0.5f;
mat.maps[(int)TexmapIndex.MAP_HEIGHT].value = 0.5f;
return mat;
}
public static Light CreateLight(LightType type, Vector3 pos, Vector3 targ, Color color, Shader shader)
{
Light light = new Light();
if (lightsCount < MAX_LIGHTS)
{
light.enabled = true;
light.type = type;
light.position = pos;
light.target = targ;
light.color = color;
string enabledName = $"lights[{lightsCount}].enabled\0";
string typeName = $"lights[{lightsCount}].type\0";
string posName = $"lights[{lightsCount}].position\0";
string targetName = $"lights[{lightsCount}].target\0";
string colorName = $"lights[{lightsCount}].color\0";
light.enabledLoc = GetShaderLocation(shader, enabledName);
light.typeLoc = GetShaderLocation(shader, typeName);
light.posLoc = GetShaderLocation(shader, posName);
light.targetLoc = GetShaderLocation(shader, targetName);
light.colorLoc = GetShaderLocation(shader, colorName);
UpdateLightValues(shader, light);
lightsCount++;
}
return light;
}
public static void UpdateLightValues(Shader shader, Light light)
{
// Send to shader light enabled state and type
SetShaderValuei(shader, light.enabledLoc, new int[] { light.enabled ? 1 : 0 }, 1);
SetShaderValuei(shader, light.typeLoc, new int[] { (int)light.type }, 1);
// Send to shader light position values
float[] position = { light.position.x, light.position.y, light.position.z };
SetShaderValue(shader, light.posLoc, position, 3);
// Send to shader light target position values
float[] target = { light.target.x, light.target.y, light.target.z };
SetShaderValue(shader, light.targetLoc, target, 3);
// Send to shader light color values
float[] diff = { light.color.r / 255, light.color.g / 255, light.color.b / 255, light.color.a / 255 };
SetShaderValue(shader, light.colorLoc, diff, 4);
}
}