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

@@ -145,6 +145,54 @@ typedef unsigned char byte;
// Boolean type
typedef enum { false, true } bool;
#endif
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
// Color type, RGBA (32bit)
typedef struct Color {
@@ -186,44 +234,30 @@ typedef unsigned char byte;
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh;
// Shader type (generic shader)
// 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
// Vertex attributes locations (default locations)
int vertexLoc; // Vertex attribute location point (default-location = 0)
int texcoordLoc; // Texcoord attribute location point (default-location = 1)
int normalLoc; // Normal attribute location point (default-location = 2)
int colorLoc; // Color attibute location point (default-location = 3)
int tangentLoc; // Tangent attribute location point (default-location = 4)
int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int colDiffuseLoc; // 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 types: diffuse, normal, specular)
Texture2D texDiffuse; // Diffuse texture
Texture2D texNormal; // Normal texture
Texture2D texSpecular; // Specular texture
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_TEXTURE_MAPS]; // Initialized on LoadMaterial*(), set to MAX_TEXTURE_MAPS
float *params; // Initialized on LoadMaterial*(), set to MAX_MATERIAL_PARAMS
} Material;
// Camera type, defines a camera position/orientation in 3d space
@@ -343,23 +377,24 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color)
// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
//------------------------------------------------------------------------------------
void rlEnableTexture(unsigned int id); // Enable texture usage
void rlDisableTexture(void); // Disable texture usage
void rlEnableTexture(unsigned int id); // Enable texture usage
void rlDisableTexture(void); // Disable texture usage
void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
void rlEnableDepthTest(void); // Enable depth test
void rlDisableDepthTest(void); // Disable depth test
void rlEnableWireMode(void); // Enable wire mode
void rlDisableWireMode(void); // Disable wire mode
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
void rlEnableDepthTest(void); // Enable depth test
void rlDisableDepthTest(void); // Disable depth test
void rlEnableWireMode(void); // Enable wire mode
void rlDisableWireMode(void); // Disable wire mode
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
int rlGetVersion(void); // Returns current OpenGL version
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
int rlGetVersion(void); // Returns current OpenGL version
Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
@@ -369,24 +404,26 @@ void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
void rlglLoadExtensions(void *loader); // Load OpenGL extensions
unsigned int rlglLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
void rlglGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
// Textures data management
unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
void rlUnloadTexture(unsigned int id);
void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
// Vertex data management
void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
// VR functions exposed to core module but not to raylib users
void BeginVrDrawing(void); // Begin VR drawing configuration
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
// Texture maps generation (PBR)
Texture2D rlGenMapCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture
Texture2D rlGenMapIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map
Texture2D rlGenMapPrefilter(Texture2D cubemap, int size); // Generate prefilter texture map
Texture2D rlGenMapBRDF(Texture2D cubemap, int size); // Generate BRDF texture map
// NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
@@ -396,34 +433,34 @@ void EndVrDrawing(void); // End VR drawing process (and deskt
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
Texture2D GetDefaultTexture(void); // Get default texture
Shader GetShaderDefault(void); // Get default shader
Texture2D GetTextureDefault(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
void BeginShaderMode(Shader shader); // Begin custom shader drawing
void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
void BeginShaderMode(Shader shader); // Begin custom shader drawing
void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
float *MatrixToFloat(Matrix mat); // Get float array from Matrix data
void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
void CloseVrSimulator(void); // Close VR simulator for current device
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
void BeginVrDrawing(void); // Begin VR stereo rendering
void EndVrDrawing(void); // End VR stereo rendering
void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
void CloseVrSimulator(void); // Close VR simulator for current device
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
void BeginVrDrawing(void); // Begin VR stereo rendering
void EndVrDrawing(void); // End VR stereo rendering
void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
#endif
#ifdef __cplusplus