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https://github.com/raysan5/raylib.git
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Manual integration of material-pbr into develop
This commit is contained in:
201
src/rlgl.h
201
src/rlgl.h
@@ -145,6 +145,54 @@ typedef unsigned char byte;
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// Boolean type
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typedef enum { false, true } bool;
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#endif
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typedef enum {
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LOC_VERTEX_POSITION = 0,
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LOC_VERTEX_TEXCOORD01,
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LOC_VERTEX_TEXCOORD02,
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LOC_VERTEX_NORMAL,
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LOC_VERTEX_TANGENT,
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LOC_VERTEX_COLOR,
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LOC_MATRIX_MVP,
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LOC_MATRIX_MODEL,
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LOC_MATRIX_VIEW,
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LOC_MATRIX_PROJECTION,
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LOC_VECTOR_VIEW,
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LOC_COLOR_DIFFUSE,
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LOC_COLOR_SPECULAR,
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LOC_COLOR_AMBIENT,
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LOC_TEXMAP_ALBEDO, // LOC_TEXMAP_DIFFUSE
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LOC_TEXMAP_METALNESS, // LOC_TEXMAP_SPECULAR
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LOC_TEXMAP_NORMAL,
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LOC_TEXMAP_ROUGHNESS,
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LOC_TEXMAP_OCCUSION,
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LOC_TEXMAP_EMISSION,
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LOC_TEXMAP_HEIGHT,
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LOC_TEXMAP_CUBEMAP,
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LOC_TEXMAP_IRRADIANCE,
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LOC_TEXMAP_PREFILTER,
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LOC_TEXMAP_BRDF
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} ShaderLocationIndex;
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#define LOC_TEXMAP_DIFFUSE LOC_TEXMAP_ALBEDO
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#define LOC_TEXMAP_SPECULAR LOC_TEXMAP_METALNESS
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typedef enum {
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TEXMAP_ALBEDO = 0, // TEXMAP_DIFFUSE
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TEXMAP_METALNESS = 1, // TEXMAP_SPECULAR
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TEXMAP_NORMAL = 2,
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TEXMAP_ROUGHNESS = 3,
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TEXMAP_OCCLUSION,
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TEXMAP_EMISSION,
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TEXMAP_HEIGHT,
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TEXMAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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TEXMAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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TEXMAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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TEXMAP_BRDF
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} TexmapIndex;
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#define TEXMAP_DIFFUSE TEXMAP_ALBEDO
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#define TEXMAP_SPECULAR TEXMAP_METALNESS
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// Color type, RGBA (32bit)
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typedef struct Color {
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@@ -186,44 +234,30 @@ typedef unsigned char byte;
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
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} Mesh;
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// Shader type (generic shader)
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// Shader and material limits
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#define MAX_SHADER_LOCATIONS 32
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#define MAX_MATERIAL_TEXTURE_MAPS 12
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#define MAX_MATERIAL_PARAMS 8
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// Shader type (generic)
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typedef struct Shader {
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unsigned int id; // Shader program id
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// Vertex attributes locations (default locations)
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int vertexLoc; // Vertex attribute location point (default-location = 0)
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int texcoordLoc; // Texcoord attribute location point (default-location = 1)
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int normalLoc; // Normal attribute location point (default-location = 2)
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int colorLoc; // Color attibute location point (default-location = 3)
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int tangentLoc; // Tangent attribute location point (default-location = 4)
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int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
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// Uniform locations
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int colDiffuseLoc; // Color uniform location point (fragment shader)
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int colAmbientLoc; // Ambient color uniform location point (fragment shader)
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int colSpecularLoc; // Specular color uniform location point (fragment shader)
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// Texture map locations (generic for any kind of map)
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int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
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int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
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int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
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int locs[MAX_SHADER_LOCATIONS]; // Initialized on LoadShader(), set to MAX_SHADER_LOCATIONS
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} Shader;
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// Material type
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// Material texture map
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typedef struct TextureMap {
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Texture2D tex;
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Color color;
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float value;
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} TextureMap;
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// Material type (generic)
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typedef struct Material {
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Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
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Texture2D texDiffuse; // Diffuse texture
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Texture2D texNormal; // Normal texture
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Texture2D texSpecular; // Specular texture
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Color colDiffuse; // Diffuse color
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Color colAmbient; // Ambient color
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Color colSpecular; // Specular color
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float glossiness; // Glossiness level (Ranges from 0 to 1000)
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Shader shader;
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TextureMap maps[MAX_TEXTURE_MAPS]; // Initialized on LoadMaterial*(), set to MAX_TEXTURE_MAPS
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float *params; // Initialized on LoadMaterial*(), set to MAX_MATERIAL_PARAMS
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} Material;
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// Camera type, defines a camera position/orientation in 3d space
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@@ -343,23 +377,24 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color)
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// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
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// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
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//------------------------------------------------------------------------------------
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void rlEnableTexture(unsigned int id); // Enable texture usage
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void rlDisableTexture(void); // Disable texture usage
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void rlEnableTexture(unsigned int id); // Enable texture usage
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void rlDisableTexture(void); // Disable texture usage
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void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
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void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
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void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
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void rlEnableDepthTest(void); // Enable depth test
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void rlDisableDepthTest(void); // Disable depth test
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void rlEnableWireMode(void); // Enable wire mode
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void rlDisableWireMode(void); // Disable wire mode
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void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
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void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
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void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
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void rlEnableDepthTest(void); // Enable depth test
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void rlDisableDepthTest(void); // Disable depth test
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void rlEnableWireMode(void); // Enable wire mode
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void rlDisableWireMode(void); // Disable wire mode
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void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
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void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
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void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
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void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
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void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
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void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
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void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
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int rlGetVersion(void); // Returns current OpenGL version
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void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
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void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
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void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
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void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
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void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
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int rlGetVersion(void); // Returns current OpenGL version
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Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
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//------------------------------------------------------------------------------------
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// Functions Declaration - rlgl functionality
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@@ -369,24 +404,26 @@ void rlglClose(void); // De-init rlgl
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void rlglDraw(void); // Draw VAO/VBO
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void rlglLoadExtensions(void *loader); // Load OpenGL extensions
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unsigned int rlglLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
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RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
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void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
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void rlglGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
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// Textures data management
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unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
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void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
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void rlUnloadTexture(unsigned int id);
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void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
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void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
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unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
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void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
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void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
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void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
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// Vertex data management
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void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
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void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
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void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
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Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
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unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
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// VR functions exposed to core module but not to raylib users
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void BeginVrDrawing(void); // Begin VR drawing configuration
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void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
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// Texture maps generation (PBR)
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Texture2D rlGenMapCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture
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Texture2D rlGenMapIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map
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Texture2D rlGenMapPrefilter(Texture2D cubemap, int size); // Generate prefilter texture map
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Texture2D rlGenMapBRDF(Texture2D cubemap, int size); // Generate BRDF texture map
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// NOTE: There is a set of shader related functions that are available to end user,
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// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
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@@ -396,34 +433,34 @@ void EndVrDrawing(void); // End VR drawing process (and deskt
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// Shaders System Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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Shader GetDefaultShader(void); // Get default shader
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Texture2D GetDefaultTexture(void); // Get default texture
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Shader GetShaderDefault(void); // Get default shader
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Texture2D GetTextureDefault(void); // Get default texture
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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void BeginShaderMode(Shader shader); // Begin custom shader drawing
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void EndShaderMode(void); // End custom shader drawing (use default shader)
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void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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void BeginShaderMode(Shader shader); // Begin custom shader drawing
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void EndShaderMode(void); // End custom shader drawing (use default shader)
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void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
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float *MatrixToFloat(Matrix mat); // Get float array from Matrix data
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void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
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void CloseVrSimulator(void); // Close VR simulator for current device
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void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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void BeginVrDrawing(void); // Begin VR stereo rendering
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void EndVrDrawing(void); // End VR stereo rendering
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void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
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void CloseVrSimulator(void); // Close VR simulator for current device
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void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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void BeginVrDrawing(void); // Begin VR stereo rendering
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void EndVrDrawing(void); // End VR stereo rendering
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void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
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float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
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#endif
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#ifdef __cplusplus
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