Manual integration of material-pbr into develop

This commit is contained in:
Ray
2017-07-17 00:33:40 +02:00
parent 025dab9907
commit 6546474fa4
13 changed files with 1595 additions and 546 deletions

View File

@@ -291,6 +291,11 @@
#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta
#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo)
// Shader and material limits
#define MAX_SHADER_LOCATIONS 32
#define MAX_MATERIAL_TEXTURE_MAPS 12
#define MAX_MATERIAL_PARAMS 8
//----------------------------------------------------------------------------------
// Structures Definition
//----------------------------------------------------------------------------------
@@ -420,43 +425,24 @@ typedef struct Mesh {
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh;
// Shader type (generic shader)
// Shader type (generic)
typedef struct Shader {
unsigned int id; // Shader program id
// Vertex attributes locations (default locations)
int vertexLoc; // Vertex attribute location point (default-location = 0)
int texcoordLoc; // Texcoord attribute location point (default-location = 1)
int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
int normalLoc; // Normal attribute location point (default-location = 2)
int tangentLoc; // Tangent attribute location point (default-location = 4)
int colorLoc; // Color attibute location point (default-location = 3)
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int colDiffuseLoc; // Diffuse color uniform location point (fragment shader)
int colAmbientLoc; // Ambient color uniform location point (fragment shader)
int colSpecularLoc; // Specular color uniform location point (fragment shader)
// Texture map locations (generic for any kind of map)
int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
int locs[MAX_SHADER_LOCATIONS]; // Initialized on LoadShader(), set to MAX_SHADER_LOCATIONS
} Shader;
// Material type
// Material texture map
typedef struct TextureMap {
Texture2D tex;
Color color;
float value;
} TextureMap;
// Material type (generic)
typedef struct Material {
Shader shader; // Standard shader (supports 3 map textures)
Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
float glossiness; // Glossiness level (Ranges from 0 to 1000)
Shader shader;
TextureMap maps[MAX_MATERIAL_TEXTURE_MAPS]; // Initialized on LoadMaterial*(), set to MAX_MATERIAL_TEXTURE_MAPS
float *params; // Initialized on LoadMaterial*(), set to MAX_MATERIAL_PARAMS
} Material;
// Model type
@@ -540,6 +526,54 @@ typedef enum {
LOG_OTHER
} LogType;
typedef enum {
LOC_VERTEX_POSITION = 0,
LOC_VERTEX_TEXCOORD01,
LOC_VERTEX_TEXCOORD02,
LOC_VERTEX_NORMAL,
LOC_VERTEX_TANGENT,
LOC_VERTEX_COLOR,
LOC_MATRIX_MVP,
LOC_MATRIX_MODEL,
LOC_MATRIX_VIEW,
LOC_MATRIX_PROJECTION,
LOC_VECTOR_VIEW,
LOC_COLOR_DIFFUSE,
LOC_COLOR_SPECULAR,
LOC_COLOR_AMBIENT,
LOC_TEXMAP_ALBEDO, // LOC_TEXMAP_DIFFUSE
LOC_TEXMAP_METALNESS, // LOC_TEXMAP_SPECULAR
LOC_TEXMAP_NORMAL,
LOC_TEXMAP_ROUGHNESS,
LOC_TEXMAP_OCCUSION,
LOC_TEXMAP_EMISSION,
LOC_TEXMAP_HEIGHT,
LOC_TEXMAP_CUBEMAP,
LOC_TEXMAP_IRRADIANCE,
LOC_TEXMAP_PREFILTER,
LOC_TEXMAP_BRDF
} ShaderLocationIndex;
#define LOC_TEXMAP_DIFFUSE LOC_TEXMAP_ALBEDO
#define LOC_TEXMAP_SPECULAR LOC_TEXMAP_METALNESS
typedef enum {
TEXMAP_ALBEDO = 0, // TEXMAP_DIFFUSE
TEXMAP_METALNESS = 1, // TEXMAP_SPECULAR
TEXMAP_NORMAL = 2,
TEXMAP_ROUGHNESS = 3,
TEXMAP_OCCLUSION,
TEXMAP_EMISSION,
TEXMAP_HEIGHT,
TEXMAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
TEXMAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
TEXMAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
TEXMAP_BRDF
} TexmapIndex;
#define TEXMAP_DIFFUSE TEXMAP_ALBEDO
#define TEXMAP_SPECULAR TEXMAP_METALNESS
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@@ -944,19 +978,26 @@ 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 Model LoadModelFromMesh(Mesh mesh, bool dynamic); // Load model from generated mesh
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 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)
RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
// 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, float metalness, float roughness); // Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS...)
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 DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
@@ -993,8 +1034,10 @@ RLAPI char *LoadText(const char *fileName); // Loa
RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
RLAPI Shader GetDefaultShader(void); // Get default shader
RLAPI Texture2D GetDefaultTexture(void); // Get default texture
RLAPI Shader GetShaderDefault(void); // Get default shader
RLAPI Texture2D GetTextureDefault(void); // Get default texture
RLAPI Texture2D rlGenMapCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture
// Shader configuration functions
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location