add examples shaders_basic_pbr and shaders_hybrid_render
10
build.zig
@ -184,6 +184,16 @@ pub fn build(b: *std.Build) !void {
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.path = "examples/shaders/raymarching.zig",
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.desc = "Uses a raymarching in a shader to render shapes",
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},
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.{
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.name = "shaders_basic_pbr",
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.path = "examples/shaders/shaders_basic_pbr.zig",
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.desc = "Demonstrates physically based rendering",
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},
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.{
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.name = "shaders_hybrid_render",
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.path = "examples/shaders/shaders_hybrid_render.zig",
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.desc = "Demonstrates hybrid rendering",
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},
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.{
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.name = "texture_outline",
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.path = "examples/shaders/texture_outline.zig",
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366
examples/shaders/shaders_basic_pbr.zig
Normal file
@ -0,0 +1,366 @@
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// raylib [shaders] example - Basic PBR
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//
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// Example complexity rating: [★★★★] 4/4
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//
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// Example originally created with raylib 5.0, last time updated with raylib 5.1-dev
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//
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// Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5)
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//
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// Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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// BSD-like license that allows static linking with closed source software
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//
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// Copyright (c) 2023-2025 Afan OLOVCIC (@_DevDad)
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//
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// Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
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// licensed under Creative Commons Attribution-NonCommercial
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// (http://creativecommons.org/licenses/by-nc/4.0/)
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const rl = @import("raylib");
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/// Casts ShaderLocationIndex to a u32
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fn uSli(sli: rl.ShaderLocationIndex) u32 {
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return @intCast(@intFromEnum(sli));
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}
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/// Casts MaterialMapIndex to a u32
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fn uMmi(mmi: rl.MaterialMapIndex) u32 {
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return @intCast(@intFromEnum(mmi));
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}
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/// Max dynamic lights supported by shader
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const max_lights = 4;
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/// Current number of dynamic lights that have been created
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var light_count: u32 = 0;
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//------------------------------------------------------------------------------
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// Types and Structures Definition
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//------------------------------------------------------------------------------
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/// Light data
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const Light = extern struct {
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type: Type = .directional,
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enabled: bool = false,
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_enabled_pad1: u8 = 0,
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_enabled_pad2: @Type(.{.int = .{
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.signedness = .unsigned,
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.bits = @bitSizeOf(c_uint) - 16,
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}}) = 0,
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position: rl.Vector3 = .init(0, 0, 0),
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target: rl.Vector3 = .init(0, 0, 0),
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color: [4]f32 = .{ 0, 0, 0, 0 },
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intensity: f32 = 0,
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// Shader light parameters locations
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loc: extern struct {
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type: i32 = 0,
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enabled: i32 = 0,
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position: i32 = 0,
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target: i32 = 0,
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color: i32 = 0,
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intensity: i32 = 0,
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} = .{},
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/// Light type
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const Type = enum(c_uint) {
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directional = 0,
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point,
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spot,
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};
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/// Create light with provided data
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///
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/// NOTE: It updates `light_count` and is limited to `max_lights`
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fn init(
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t: Type,
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position: rl.Vector3,
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target: rl.Vector3,
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color: rl.Color,
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intensity: f32,
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shader: rl.Shader,
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) Light {
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if (light_count >= max_lights) {
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return .{};
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}
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const light: Light = .{
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.type = t,
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.enabled = true,
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.position = position,
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.target = target,
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.color = .{
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@as(f32, @floatFromInt(color.r)) / 255.0,
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@as(f32, @floatFromInt(color.g)) / 255.0,
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@as(f32, @floatFromInt(color.b)) / 255.0,
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@as(f32, @floatFromInt(color.a)) / 255.0,
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},
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.intensity = intensity,
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// NOTE: Shader parameters names for lights must match the requested ones
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.loc = .{
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.type = rl.getShaderLocation(shader, rl.textFormat("lights[%i].type", .{ light_count })),
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.enabled = rl.getShaderLocation(shader, rl.textFormat("lights[%i].enabled", .{ light_count })),
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.position = rl.getShaderLocation(shader, rl.textFormat("lights[%i].position", .{ light_count })),
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.target = rl.getShaderLocation(shader, rl.textFormat("lights[%i].target", .{ light_count })),
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.color = rl.getShaderLocation(shader, rl.textFormat("lights[%i].color", .{ light_count })),
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.intensity = rl.getShaderLocation(shader, rl.textFormat("lights[%i].intensity", .{ light_count })),
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},
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};
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light.update(shader);
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light_count += 1;
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return light;
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}
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/// Send light properties to shader
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///
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/// NOTE: Light shader locations should be available
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fn update(self: Light, shader: rl.Shader) void {
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rl.setShaderValue(shader, self.loc.type, &self.type, .int);
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rl.setShaderValue(shader, self.loc.enabled, &self.enabled, .int);
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// Send to shader light position values
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const position: [3]f32 = .{ self.position.x, self.position.y, self.position.z };
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rl.setShaderValue(shader, self.loc.position, &position, .vec3);
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// Send to shader light target position values
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const target: [3]f32 = .{ self.target.x, self.target.y, self.target.z };
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rl.setShaderValue(shader, self.loc.target, &target, .vec3);
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rl.setShaderValue(shader, self.loc.color, &self.color, .vec4);
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rl.setShaderValue(shader, self.loc.intensity, &self.intensity, .float);
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}
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};
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//----------------------------------------------------------------------------------
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// Main Entry Point
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//----------------------------------------------------------------------------------
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pub fn main() anyerror!void {
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// Initialization
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//--------------------------------------------------------------------------------------
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const screen_width = 800;
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const screen_height = 450;
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rl.setConfigFlags(.{ .msaa_4x_hint = true });
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rl.initWindow(screen_width, screen_height, "raylib [shaders] example - basic pbr");
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defer rl.closeWindow(); // Close window and OpenGL context
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// Define the camera to look into our 3d world
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var camera: rl.Camera = .{
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.position = .init(2, 2, 6), // Camera position
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.target = .init(0, 0.5, 0), // Camera looking at point
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.up = .init(0, 1, 0), // Camera up vector (rotation towards target)
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.fovy = 45, // Camera field-of-view Y
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.projection = .perspective, // Camera projection type
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};
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// Load PBR shader and setup all required locations
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const shader: rl.Shader = try rl.loadShader(
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"resources/shaders/glsl330/pbr.vs",
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"resources/shaders/glsl330/pbr.fs",
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);
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defer rl.unloadShader(shader);
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shader.locs[uSli(.map_albedo)] = rl.getShaderLocation(shader, "albedoMap");
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// WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture
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// They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience,
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// shader already takes care of it accordingly
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shader.locs[uSli(.map_metalness)] = rl.getShaderLocation(shader, "mraMap");
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shader.locs[uSli(.map_normal)] = rl.getShaderLocation(shader, "normalMap");
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// WARNING: Similar to the MRA map, the emissive map packs different information
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// into a single texture: it stores height and emission data
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// It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader
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shader.locs[uSli(.map_emission)] = rl.getShaderLocation(shader, "emissiveMap");
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shader.locs[uSli(.color_diffuse)] = rl.getShaderLocation(shader, "albedoColor");
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// Setup additional required shader locations, including lights data
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shader.locs[uSli(.vector_view)] = rl.getShaderLocation(shader, "viewPos");
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const loc_light_count: i32 = rl.getShaderLocation(shader, "numOfLights");
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const max_light_count: i32 = max_lights;
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rl.setShaderValue(shader, loc_light_count, &max_light_count, .int);
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// Setup ambient color and intensity parameters
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const ambient_intensity: f32 = 0.02;
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const ambient_color: rl.Vector3 = blk: {
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const c: rl.Color = .init(26, 32, 135, 255);
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break :blk .init(
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@as(f32, @floatFromInt(c.r)) / 255.0,
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@as(f32, @floatFromInt(c.g)) / 255.0,
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@as(f32, @floatFromInt(c.b)) / 255.0,
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);
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};
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rl.setShaderValue(shader, rl.getShaderLocation(shader, "ambientColor"), &ambient_color, .vec3);
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rl.setShaderValue(shader, rl.getShaderLocation(shader, "ambient"), &ambient_intensity, .float);
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// Get location for shader parameters that can be modified in real time
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const loc_metallic_value = rl.getShaderLocation(shader, "metallicValue");
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const loc_roughness_value = rl.getShaderLocation(shader, "roughnessValue");
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const loc_emissive_intensity = rl.getShaderLocation(shader, "emissivePower");
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const loc_emissive_color = rl.getShaderLocation(shader, "emissiveColor");
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const loc_texture_tiling = rl.getShaderLocation(shader, "tiling");
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// Load old car model using PBR maps and shader
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// WARNING: We know this model consists of a single model.meshes[0] and
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// that model.materials[0] is by default assigned to that mesh
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// There could be more complex models consisting of multiple meshes and
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// multiple materials defined for those meshes... but always 1 mesh = 1 material
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const car: rl.Model = try .init("resources/models/old_car_new.glb");
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defer {
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car.materials[0].shader = .{ .id = 0, .locs = null };
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rl.unloadMaterial(car.materials[0]);
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car.materials[0].maps = null;
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car.unload();
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}
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// Assign already setup PBR shader to model.materials[0], used by models.meshes[0]
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car.materials[0].shader = shader;
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// Setup materials[0].maps default parameters
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car.materials[0].maps[uMmi(.albedo)].color = .white;
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car.materials[0].maps[uMmi(.metalness)].value = 1.0;
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car.materials[0].maps[uMmi(.roughness)].value = 0.0;
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car.materials[0].maps[uMmi(.occlusion)].value = 1.0;
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car.materials[0].maps[uMmi(.emission)].color = .init(255, 162, 0, 255);
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// Setup materials[0].maps default textures
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car.materials[0].maps[uMmi(.albedo)].texture = try .init("resources/textures/old_car_d.png");
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car.materials[0].maps[uMmi(.metalness)].texture = try .init("resources/textures/old_car_mra.png");
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car.materials[0].maps[uMmi(.normal)].texture = try .init("resources/textures/old_car_n.png");
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car.materials[0].maps[uMmi(.emission)].texture = try .init("resources/textures/old_car_e.png");
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// Load floor model mesh and assign material parameters
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// NOTE: A basic plane shape can be generated instead of being loaded from a model file
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const floor: rl.Model = try .init("resources/models/plane.glb");
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defer {
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floor.materials[0].shader = .{ .id = 0, .locs = null };
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||||
rl.unloadMaterial(floor.materials[0]);
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||||
floor.materials[0].maps = null;
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floor.unload();
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}
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||||
//Mesh floorMesh = GenMeshPlane(10, 10, 10, 10);
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//GenMeshTangents(&floorMesh); // TODO: Review tangents generation
|
||||
//Model floor = LoadModelFromMesh(floorMesh);
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// Assign material shader for our floor model, same PBR shader
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floor.materials[0].shader = shader;
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||||
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floor.materials[0].maps[uMmi(.albedo)].color = .white;
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floor.materials[0].maps[uMmi(.metalness)].value = 0.8;
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||||
floor.materials[0].maps[uMmi(.roughness)].value = 0.1;
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floor.materials[0].maps[uMmi(.occlusion)].value = 1.0;
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floor.materials[0].maps[uMmi(.emission)].color = .black;
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||||
floor.materials[0].maps[uMmi(.albedo)].texture = try .init("resources/textures/road_a.png");
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floor.materials[0].maps[uMmi(.metalness)].texture = try .init("resources/textures/road_mra.png");
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floor.materials[0].maps[uMmi(.normal)].texture = try .init("resources/textures/road_n.png");
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// 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)
|
||||
const car_texture_tiling: rl.Vector2 = .init(0.5, 0.5);
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||||
const floor_texture_tiling: rl.Vector2 = .init(0.5, 0.5);
|
||||
|
||||
// Create some lights
|
||||
var lights: [max_lights]Light = .{
|
||||
.init(.point, .init(-1, 1, -2), .init(0, 0, 0), .yellow, 4, shader),
|
||||
.init(.point, .init(2, 1, 1), .init(0, 0, 0), .green, 3.3, shader),
|
||||
.init(.point, .init(-2, 1, 1), .init(0, 0, 0), .red, 8.3, shader),
|
||||
.init(.point, .init(1, 1, -2), .init(0, 0, 0), .blue, 2, shader),
|
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};
|
||||
|
||||
// Setup material texture maps usage in shader
|
||||
// NOTE: By default, the texture maps are always used
|
||||
const usage: i32 = 1;
|
||||
rl.setShaderValue(shader, rl.getShaderLocation(shader, "useTexAlbedo"), &usage, .int);
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||||
rl.setShaderValue(shader, rl.getShaderLocation(shader, "useTexNormal"), &usage, .int);
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||||
rl.setShaderValue(shader, rl.getShaderLocation(shader, "useTexMRA"), &usage, .int);
|
||||
rl.setShaderValue(shader, rl.getShaderLocation(shader, "useTexEmissive"), &usage, .int);
|
||||
|
||||
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
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||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!rl.windowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
camera.update(.orbital);
|
||||
|
||||
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
||||
const camera_pos: [3]f32 = .{ camera.position.x, camera.position.y, camera.position.z };
|
||||
rl.setShaderValue(shader, shader.locs[uSli(.vector_view)], &camera_pos, .vec3);
|
||||
|
||||
// Check key inputs to enable/disable lights
|
||||
if (rl.isKeyPressed(.one)) {
|
||||
lights[2].enabled = !lights[2].enabled;
|
||||
}
|
||||
if (rl.isKeyPressed(.two)) {
|
||||
lights[1].enabled = !lights[1].enabled;
|
||||
}
|
||||
if (rl.isKeyPressed(.three)) {
|
||||
lights[3].enabled = !lights[3].enabled;
|
||||
}
|
||||
if (rl.isKeyPressed(.four)) {
|
||||
lights[0].enabled = !lights[0].enabled;
|
||||
}
|
||||
|
||||
// Update light values on shader (actually, only enable/disable them)
|
||||
for (&lights) |*l| {
|
||||
l.update(shader);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
rl.beginDrawing();
|
||||
defer rl.endDrawing();
|
||||
|
||||
rl.clearBackground(.black);
|
||||
{
|
||||
rl.beginMode3D(camera);
|
||||
defer rl.endMode3D();
|
||||
|
||||
// Set floor model texture tiling and emissive color parameters on shader
|
||||
rl.setShaderValue(shader, loc_texture_tiling, &floor_texture_tiling, .vec2);
|
||||
const floor_emissive_color: rl.Vector4 = rl.colorNormalize(floor.materials[0].maps[uMmi(.emission)].color);
|
||||
rl.setShaderValue(shader, loc_emissive_color, &floor_emissive_color, .vec4);
|
||||
|
||||
// Set floor metallic and roughness values
|
||||
rl.setShaderValue(shader, loc_metallic_value, &floor.materials[0].maps[uMmi(.metalness)].value, .float);
|
||||
rl.setShaderValue(shader, loc_roughness_value, &floor.materials[0].maps[uMmi(.roughness)].value, .float);
|
||||
|
||||
floor.draw(.init(0, 0, 0), 5, .white); // Draw floor model
|
||||
|
||||
// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
|
||||
rl.setShaderValue(shader, loc_texture_tiling, &car_texture_tiling, .vec2);
|
||||
const car_emissive_color: rl.Vector4 = rl.colorNormalize(car.materials[0].maps[uMmi(.emission)].color);
|
||||
rl.setShaderValue(shader, loc_emissive_color, &car_emissive_color, .vec4);
|
||||
const emissive_intensity: f32 = 0.01;
|
||||
rl.setShaderValue(shader, loc_emissive_intensity, &emissive_intensity, .float);
|
||||
|
||||
// Set old car metallic and roughness values
|
||||
rl.setShaderValue(shader, loc_metallic_value, &car.materials[0].maps[uMmi(.metalness)].value, .float);
|
||||
rl.setShaderValue(shader, loc_roughness_value, &car.materials[0].maps[uMmi(.roughness)].value, .float);
|
||||
|
||||
car.draw(.init(0, 0, 0), 0.25, .white); // Draw car model
|
||||
|
||||
// Draw spheres to show the lights positions
|
||||
for (&lights) |*l| {
|
||||
const light_color: rl.Color = .init(
|
||||
@intFromFloat(l.color[0] * 255),
|
||||
@intFromFloat(l.color[1] * 255),
|
||||
@intFromFloat(l.color[2] * 255),
|
||||
@intFromFloat(l.color[3] * 255),
|
||||
);
|
||||
|
||||
if (l.enabled) {
|
||||
rl.drawSphereEx(l.position, 0.2, 8, 8, light_color);
|
||||
} else {
|
||||
rl.drawSphereWires(l.position, 0.2, 8, 8, rl.colorAlpha(light_color, 0.3));
|
||||
}
|
||||
}
|
||||
}
|
||||
rl.drawText("Toggle lights: [1][2][3][4]", 10, 40, 20, .light_gray);
|
||||
|
||||
rl.drawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)",
|
||||
screen_width - 320, screen_height - 20, 10, .light_gray);
|
||||
|
||||
rl.drawFPS(10, 10);
|
||||
}
|
||||
}
|
||||
197
examples/shaders/shaders_hybrid_render.zig
Normal file
@ -0,0 +1,197 @@
|
||||
// raylib [shaders] example - Hybrid Rendering
|
||||
//
|
||||
// Example complexity rating: [★★★★] 4/4
|
||||
//
|
||||
// Example originally created with raylib 4.2, last time updated with raylib 4.2
|
||||
//
|
||||
// Example contributed by Buğra Alptekin Sarı (@BugraAlptekinSari) 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) 2022-2025 Buğra Alptekin Sarı (@BugraAlptekinSari)
|
||||
|
||||
const rl = @import("raylib");
|
||||
const pi = @import("std").math.pi;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Declare custom Structs
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
const RayLocs = struct {
|
||||
cam_pos: i32,
|
||||
cam_dir: i32,
|
||||
screen_center: i32,
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
pub fn main() anyerror!void {
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const screen_width = 800;
|
||||
const screen_height = 450;
|
||||
|
||||
rl.initWindow(screen_width, screen_height, "raylib [shaders] example - write depth buffer");
|
||||
defer rl.closeWindow(); // Close window and OpenGL context
|
||||
|
||||
|
||||
// This Shader calculates pixel depth and color using raymarch
|
||||
const shdr_raymarch: rl.Shader = try rl.loadShader(null, "resources/shaders/glsl330/hybrid_raymarch.fs");
|
||||
defer rl.unloadShader(shdr_raymarch);
|
||||
|
||||
// This Shader is a standard rasterization fragment shader with the addition of depth writing
|
||||
// You are required to write depth for all shaders if one shader does it
|
||||
const shdr_raster: rl.Shader = try rl.loadShader(null, "resources/shaders/glsl330/hybrid_raster.fs");
|
||||
defer rl.unloadShader(shdr_raster);
|
||||
|
||||
// Declare Struct used to store camera locs.
|
||||
const march_locs: RayLocs = .{
|
||||
.cam_pos = rl.getShaderLocation(shdr_raymarch, "camPos"),
|
||||
.cam_dir = rl.getShaderLocation(shdr_raymarch, "camDir"),
|
||||
.screen_center = rl.getShaderLocation(shdr_raymarch, "screenCenter"),
|
||||
};
|
||||
|
||||
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
|
||||
const screen_center: rl.Vector2 = .init(screen_width / 2.0, screen_height / 2.0);
|
||||
rl.setShaderValue(shdr_raymarch, march_locs.screen_center , &screen_center , .vec2);
|
||||
|
||||
// Use Customized function to create writable depth texture buffer
|
||||
const target: rl.RenderTexture2D = try loadRenderTextureDepthTex(screen_width, screen_height);
|
||||
defer unloadRenderTextureDepthTex(target);
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
var camera: rl.Camera = .{
|
||||
.position = .init(0.5, 1, 1.5), // Camera position
|
||||
.target = .init(0, 0.5, 0), // Camera looking at point
|
||||
.up = .init(0, 1, 0), // Camera up vector (rotation towards target)
|
||||
.fovy = 45, // Camera field-of-view Y
|
||||
.projection = .perspective, // Camera projection type
|
||||
};
|
||||
|
||||
// Camera FOV is pre-calculated in the camera Distance.
|
||||
const cam_dist: f32 = 1.0 / @tan(camera.fovy * 0.5 * (pi / 180.0));
|
||||
|
||||
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!rl.windowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
camera.update(.orbital);
|
||||
|
||||
// Update Camera Postion in the ray march shader.
|
||||
rl.setShaderValue(shdr_raymarch, march_locs.cam_pos, &camera.position, .vec3);
|
||||
|
||||
// Update Camera Looking Vector. Vector length determines FOV.
|
||||
const cam_dir: rl.Vector3 = .scale(.normalize(.subtract(camera.target, camera.position)), cam_dist);
|
||||
rl.setShaderValue(shdr_raymarch, march_locs.cam_dir, &cam_dir, .vec3);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw into our custom render texture (framebuffer)
|
||||
{
|
||||
target.begin();
|
||||
defer target.end();
|
||||
|
||||
rl.clearBackground(.white);
|
||||
|
||||
// Raymarch Scene
|
||||
rl.gl.rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
|
||||
{
|
||||
shdr_raymarch.activate();
|
||||
defer shdr_raymarch.deactivate();
|
||||
rl.drawRectangleRec(.init(0, 0, screen_width, screen_height), .white);
|
||||
}
|
||||
|
||||
// Rasterize Scene
|
||||
{
|
||||
rl.beginMode3D(camera);
|
||||
defer rl.endMode3D();
|
||||
|
||||
shdr_raster.activate();
|
||||
defer shdr_raster.deactivate();
|
||||
|
||||
rl.drawCubeWiresV(.init(0, 0.5, 1), .init(1, 1, 1), .red);
|
||||
rl.drawCubeV(.init(0, 0.5, 1), .init(1, 1, 1), .purple);
|
||||
rl.drawCubeWiresV(.init(0, 0.5, -1), .init(1, 1, 1), .dark_green);
|
||||
rl.drawCubeV(.init(0, 0.5, -1), .init(1, 1, 1), .yellow);
|
||||
rl.drawGrid(10, 1);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw into screen our custom render texture
|
||||
rl.beginDrawing();
|
||||
defer rl.endDrawing();
|
||||
|
||||
rl.clearBackground(.ray_white);
|
||||
|
||||
target.texture.drawRec(.init(0, 0, screen_width, -screen_height), .init(0, 0), .white);
|
||||
rl.drawFPS(10, 10);
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Define custom functions required for the example
|
||||
//------------------------------------------------------------------------------------
|
||||
// Load custom render texture, create a writable depth texture buffer
|
||||
fn loadRenderTextureDepthTex(width: i32, height: i32) !rl.RenderTexture2D {
|
||||
const id = rl.gl.rlLoadFramebuffer(); // Load an empty framebuffer
|
||||
if (id <= 0) {
|
||||
return error.LoadFrameBufferFail;
|
||||
}
|
||||
|
||||
rl.gl.rlEnableFramebuffer(id);
|
||||
defer rl.gl.rlDisableFramebuffer();
|
||||
|
||||
const pix_format: i32 = @intFromEnum(rl.gl.rlPixelFormat.rl_pixelformat_uncompressed_r8g8b8a8);
|
||||
|
||||
const target: rl.RenderTexture2D = .{
|
||||
.id = id,
|
||||
// Create color texture (default to RGBA)
|
||||
.texture = .{
|
||||
.id = rl.gl.rlLoadTexture(null, width, height, pix_format, 1),
|
||||
.width = width,
|
||||
.height = height,
|
||||
.format = .uncompressed_r8g8b8a8,
|
||||
.mipmaps = 1,
|
||||
},
|
||||
// Create depth texture buffer (instead of raylib default renderbuffer)
|
||||
.depth = .{
|
||||
.id = rl.gl.rlLoadTextureDepth(width, height, false),
|
||||
.width = width,
|
||||
.height = height,
|
||||
.format = .compressed_etc2_rgb, //DEPTH_COMPONENT_24BIT?
|
||||
.mipmaps = 1,
|
||||
}
|
||||
};
|
||||
|
||||
// Attach color texture and depth texture to FBO
|
||||
const channel0: i32 = @intFromEnum(rl.gl.rlFramebufferAttachType.rl_attachment_color_channel0);
|
||||
const depth: i32 = @intFromEnum(rl.gl.rlFramebufferAttachType.rl_attachment_depth);
|
||||
const texture2d: i32 = @intFromEnum(rl.gl.rlFramebufferAttachTextureType.rl_attachment_texture2d);
|
||||
rl.gl.rlFramebufferAttach(target.id, target.texture.id, channel0, texture2d, 0);
|
||||
rl.gl.rlFramebufferAttach(target.id, target.depth.id, depth, texture2d, 0);
|
||||
|
||||
// Check if fbo is complete with attachments (valid)
|
||||
if (rl.gl.rlFramebufferComplete(target.id)) {
|
||||
rl.traceLog(.info, "FBO: [ID %i] Framebuffer object created successfully", .{ target.id });
|
||||
}
|
||||
|
||||
return target;
|
||||
}
|
||||
|
||||
// Unload render texture from GPU memory (VRAM)
|
||||
fn unloadRenderTextureDepthTex(target: rl.RenderTexture2D) void {
|
||||
// Color texture attached to FBO is deleted
|
||||
rl.gl.rlUnloadTexture(target.texture.id);
|
||||
rl.gl.rlUnloadTexture(target.depth.id);
|
||||
|
||||
// NOTE: Depth texture is automatically
|
||||
// queried and deleted before deleting framebuffer
|
||||
rl.gl.rlUnloadFramebuffer(target.id);
|
||||
}
|
||||
BIN
resources/models/old_car_new.glb
Normal file
BIN
resources/models/plane.glb
Normal file
22
resources/shaders/glsl330/hybrid_raster.fs
Normal file
@ -0,0 +1,22 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
//out vec4 finalColor;
|
||||
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
|
||||
gl_FragColor = texelColor*colDiffuse*fragColor;
|
||||
gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
||||
284
resources/shaders/glsl330/hybrid_raymarch.fs
Normal file
@ -0,0 +1,284 @@
|
||||
# version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Custom Input Uniform
|
||||
uniform vec3 camPos;
|
||||
uniform vec3 camDir;
|
||||
uniform vec2 screenCenter;
|
||||
|
||||
#define ZERO 0
|
||||
|
||||
// https://learnopengl.com/Advanced-OpenGL/Depth-testing
|
||||
float CalcDepth(in vec3 rd, in float Idist){
|
||||
float local_z = dot(normalize(camDir),rd)*Idist;
|
||||
return (1.0/(local_z) - 1.0/0.01)/(1.0/1000.0 -1.0/0.01);
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/distfunctions/
|
||||
float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w )
|
||||
{
|
||||
p.x = abs(p.x);
|
||||
float l = length(p.xy);
|
||||
p.xy = mat2(-c.x, c.y,
|
||||
c.y, c.x)*p.xy;
|
||||
p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x),
|
||||
(p.x>0.0)?p.y:l );
|
||||
p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0);
|
||||
|
||||
vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z);
|
||||
vec2 d = abs(q) - w;
|
||||
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
|
||||
}
|
||||
|
||||
// r = sphere's radius
|
||||
// h = cutting's plane's position
|
||||
// t = thickness
|
||||
float sdSixWayCutHollowSphere( vec3 p, float r, float h, float t )
|
||||
{
|
||||
// Six way symetry Transformation
|
||||
vec3 ap = abs(p);
|
||||
if(ap.x < max(ap.y, ap.z)){
|
||||
if(ap.y < ap.z) ap.xz = ap.zx;
|
||||
else ap.xy = ap.yx;
|
||||
}
|
||||
|
||||
vec2 q = vec2( length(ap.yz), ap.x );
|
||||
|
||||
float w = sqrt(r*r-h*h);
|
||||
|
||||
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) :
|
||||
abs(length(q)-r) ) - t;
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/boxfunctions
|
||||
vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
|
||||
{
|
||||
vec3 m = 1.0/rd;
|
||||
vec3 n = m*ro;
|
||||
vec3 k = abs(m)*rad;
|
||||
vec3 t1 = -n - k;
|
||||
vec3 t2 = -n + k;
|
||||
return vec2( max( max( t1.x, t1.y ), t1.z ),
|
||||
min( min( t2.x, t2.y ), t2.z ) );
|
||||
}
|
||||
|
||||
vec2 opU( vec2 d1, vec2 d2 )
|
||||
{
|
||||
return (d1.x<d2.x) ? d1 : d2;
|
||||
}
|
||||
|
||||
vec2 map( in vec3 pos ){
|
||||
vec2 res = vec2( sdHorseshoe( pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5) ), 11.5 ) ;
|
||||
res = opU(res, vec2( sdSixWayCutHollowSphere( pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5 ), 4.5 )) ;
|
||||
return res;
|
||||
}
|
||||
|
||||
// https://www.shadertoy.com/view/Xds3zN
|
||||
vec2 raycast( in vec3 ro, in vec3 rd ){
|
||||
vec2 res = vec2(-1.0,-1.0);
|
||||
|
||||
float tmin = 1.0;
|
||||
float tmax = 20.0;
|
||||
|
||||
// raytrace floor plane
|
||||
float tp1 = (-ro.y)/rd.y;
|
||||
if( tp1>0.0 )
|
||||
{
|
||||
tmax = min( tmax, tp1 );
|
||||
res = vec2( tp1, 1.0 );
|
||||
}
|
||||
|
||||
float t = tmin;
|
||||
for( int i=0; i<70 ; i++ )
|
||||
{
|
||||
if(t>tmax) break;
|
||||
vec2 h = map( ro+rd*t );
|
||||
if( abs(h.x)<(0.0001*t) )
|
||||
{
|
||||
res = vec2(t,h.y);
|
||||
break;
|
||||
}
|
||||
t += h.x;
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
|
||||
// https://iquilezles.org/articles/rmshadows
|
||||
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
|
||||
{
|
||||
// bounding volume
|
||||
float tp = (0.8-ro.y)/rd.y; if( tp>0.0 ) tmax = min( tmax, tp );
|
||||
|
||||
float res = 1.0;
|
||||
float t = mint;
|
||||
for( int i=ZERO; i<24; i++ )
|
||||
{
|
||||
float h = map( ro + rd*t ).x;
|
||||
float s = clamp(8.0*h/t,0.0,1.0);
|
||||
res = min( res, s );
|
||||
t += clamp( h, 0.01, 0.2 );
|
||||
if( res<0.004 || t>tmax ) break;
|
||||
}
|
||||
res = clamp( res, 0.0, 1.0 );
|
||||
return res*res*(3.0-2.0*res);
|
||||
}
|
||||
|
||||
|
||||
// https://iquilezles.org/articles/normalsSDF
|
||||
vec3 calcNormal( in vec3 pos )
|
||||
{
|
||||
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
|
||||
return normalize( e.xyy*map( pos + e.xyy ).x +
|
||||
e.yyx*map( pos + e.yyx ).x +
|
||||
e.yxy*map( pos + e.yxy ).x +
|
||||
e.xxx*map( pos + e.xxx ).x );
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/nvscene2008/rwwtt.pdf
|
||||
float calcAO( in vec3 pos, in vec3 nor )
|
||||
{
|
||||
float occ = 0.0;
|
||||
float sca = 1.0;
|
||||
for( int i=ZERO; i<5; i++ )
|
||||
{
|
||||
float h = 0.01 + 0.12*float(i)/4.0;
|
||||
float d = map( pos + h*nor ).x;
|
||||
occ += (h-d)*sca;
|
||||
sca *= 0.95;
|
||||
if( occ>0.35 ) break;
|
||||
}
|
||||
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) * (0.5+0.5*nor.y);
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/checkerfiltering
|
||||
float checkersGradBox( in vec2 p )
|
||||
{
|
||||
// filter kernel
|
||||
vec2 w = fwidth(p) + 0.001;
|
||||
// analytical integral (box filter)
|
||||
vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
|
||||
// xor pattern
|
||||
return 0.5 - 0.5*i.x*i.y;
|
||||
}
|
||||
|
||||
// https://www.shadertoy.com/view/tdS3DG
|
||||
vec4 render( in vec3 ro, in vec3 rd)
|
||||
{
|
||||
// background
|
||||
vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
|
||||
|
||||
// raycast scene
|
||||
vec2 res = raycast(ro,rd);
|
||||
float t = res.x;
|
||||
float m = res.y;
|
||||
if( m>-0.5 )
|
||||
{
|
||||
vec3 pos = ro + t*rd;
|
||||
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal( pos );
|
||||
vec3 ref = reflect( rd, nor );
|
||||
|
||||
// material
|
||||
col = 0.2 + 0.2*sin( m*2.0 + vec3(0.0,1.0,2.0) );
|
||||
float ks = 1.0;
|
||||
|
||||
if( m<1.5 )
|
||||
{
|
||||
float f = checkersGradBox( 3.0*pos.xz);
|
||||
col = 0.15 + f*vec3(0.05);
|
||||
ks = 0.4;
|
||||
}
|
||||
|
||||
// lighting
|
||||
float occ = calcAO( pos, nor );
|
||||
|
||||
vec3 lin = vec3(0.0);
|
||||
|
||||
// sun
|
||||
{
|
||||
vec3 lig = normalize( vec3(-0.5, 0.4, -0.6) );
|
||||
vec3 hal = normalize( lig-rd );
|
||||
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
|
||||
//if( dif>0.0001 )
|
||||
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
|
||||
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0);
|
||||
spe *= dif;
|
||||
spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0);
|
||||
//spe *= 0.04+0.96*pow(clamp(1.0-sqrt(0.5*(1.0-dot(rd,lig))),0.0,1.0),5.0);
|
||||
lin += col*2.20*dif*vec3(1.30,1.00,0.70);
|
||||
lin += 5.00*spe*vec3(1.30,1.00,0.70)*ks;
|
||||
}
|
||||
// sky
|
||||
{
|
||||
float dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
|
||||
dif *= occ;
|
||||
float spe = smoothstep( -0.2, 0.2, ref.y );
|
||||
spe *= dif;
|
||||
spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0 );
|
||||
//if( spe>0.001 )
|
||||
spe *= calcSoftshadow( pos, ref, 0.02, 2.5 );
|
||||
lin += col*0.60*dif*vec3(0.40,0.60,1.15);
|
||||
lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks;
|
||||
}
|
||||
// back
|
||||
{
|
||||
float dif = clamp( dot( nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
|
||||
dif *= occ;
|
||||
lin += col*0.55*dif*vec3(0.25,0.25,0.25);
|
||||
}
|
||||
// sss
|
||||
{
|
||||
float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0);
|
||||
dif *= occ;
|
||||
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
|
||||
}
|
||||
|
||||
col = lin;
|
||||
|
||||
col = mix( col, vec3(0.7,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
|
||||
}
|
||||
|
||||
return vec4(vec3( clamp(col,0.0,1.0) ),t);
|
||||
}
|
||||
|
||||
vec3 CalcRayDir(vec2 nCoord){
|
||||
vec3 horizontal = normalize(cross(camDir,vec3(.0 , 1.0, .0)));
|
||||
vec3 vertical = normalize(cross(horizontal,camDir));
|
||||
return normalize(camDir + horizontal*nCoord.x + vertical*nCoord.y);
|
||||
}
|
||||
|
||||
mat3 setCamera()
|
||||
{
|
||||
vec3 cw = normalize(camDir);
|
||||
vec3 cp = vec3(0.0, 1.0 ,0.0);
|
||||
vec3 cu = normalize( cross(cw,cp) );
|
||||
vec3 cv = ( cross(cu,cw) );
|
||||
return mat3( cu, cv, cw );
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 nCoord = (gl_FragCoord.xy - screenCenter.xy)/screenCenter.y;
|
||||
mat3 ca = setCamera();
|
||||
|
||||
// focal length
|
||||
float fl = length(camDir);
|
||||
vec3 rd = ca * normalize( vec3(nCoord,fl) );
|
||||
vec3 color = vec3(nCoord/2.0 + 0.5, 0.0);
|
||||
float depth = gl_FragCoord.z;
|
||||
{
|
||||
vec4 res = render( camPos - vec3(0.0, 0.0, 0.0) , rd );
|
||||
color = res.xyz;
|
||||
depth = CalcDepth(rd,res.w);
|
||||
}
|
||||
gl_FragColor = vec4(color , 1.0);
|
||||
gl_FragDepth = depth;
|
||||
}
|
||||
162
resources/shaders/glsl330/pbr.fs
Normal file
@ -0,0 +1,162 @@
|
||||
#version 330
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
#define LIGHT_DIRECTIONAL 0
|
||||
#define LIGHT_POINT 1
|
||||
#define PI 3.14159265358979323846
|
||||
|
||||
struct Light {
|
||||
int enabled;
|
||||
int type;
|
||||
vec3 position;
|
||||
vec3 target;
|
||||
vec4 color;
|
||||
float intensity;
|
||||
};
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec3 fragPosition;
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
in vec3 fragNormal;
|
||||
in vec4 shadowPos;
|
||||
in mat3 TBN;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform int numOfLights;
|
||||
uniform sampler2D albedoMap;
|
||||
uniform sampler2D mraMap;
|
||||
uniform sampler2D normalMap;
|
||||
uniform sampler2D emissiveMap; // r: Hight g:emissive
|
||||
|
||||
uniform vec2 tiling;
|
||||
uniform vec2 offset;
|
||||
|
||||
uniform int useTexAlbedo;
|
||||
uniform int useTexNormal;
|
||||
uniform int useTexMRA;
|
||||
uniform int useTexEmissive;
|
||||
|
||||
uniform vec4 albedoColor;
|
||||
uniform vec4 emissiveColor;
|
||||
uniform float normalValue;
|
||||
uniform float metallicValue;
|
||||
uniform float roughnessValue;
|
||||
uniform float aoValue;
|
||||
uniform float emissivePower;
|
||||
|
||||
// Input lighting values
|
||||
uniform Light lights[MAX_LIGHTS];
|
||||
uniform vec3 viewPos;
|
||||
|
||||
uniform vec3 ambientColor;
|
||||
uniform float ambient;
|
||||
|
||||
// Reflectivity in range 0.0 to 1.0
|
||||
// NOTE: Reflectivity is increased when surface view at larger angle
|
||||
vec3 SchlickFresnel(float hDotV,vec3 refl)
|
||||
{
|
||||
return refl + (1.0 - refl)*pow(1.0 - hDotV, 5.0);
|
||||
}
|
||||
|
||||
float GgxDistribution(float nDotH,float roughness)
|
||||
{
|
||||
float a = roughness*roughness*roughness*roughness;
|
||||
float d = nDotH*nDotH*(a - 1.0) + 1.0;
|
||||
d = PI*d*d;
|
||||
return (a/max(d,0.0000001));
|
||||
}
|
||||
|
||||
float GeomSmith(float nDotV,float nDotL,float roughness)
|
||||
{
|
||||
float r = roughness + 1.0;
|
||||
float k = r*r/8.0;
|
||||
float ik = 1.0 - k;
|
||||
float ggx1 = nDotV/(nDotV*ik + k);
|
||||
float ggx2 = nDotL/(nDotL*ik + k);
|
||||
return ggx1*ggx2;
|
||||
}
|
||||
|
||||
vec3 ComputePBR()
|
||||
{
|
||||
vec3 albedo = texture(albedoMap,vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb;
|
||||
albedo = vec3(albedoColor.x*albedo.x, albedoColor.y*albedo.y, albedoColor.z*albedo.z);
|
||||
|
||||
float metallic = clamp(metallicValue, 0.0, 1.0);
|
||||
float roughness = clamp(roughnessValue, 0.0, 1.0);
|
||||
float ao = clamp(aoValue, 0.0, 1.0);
|
||||
|
||||
if (useTexMRA == 1)
|
||||
{
|
||||
vec4 mra = texture(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y));
|
||||
metallic = clamp(mra.r + metallicValue, 0.04, 1.0);
|
||||
roughness = clamp(mra.g + roughnessValue, 0.04, 1.0);
|
||||
ao = (mra.b + aoValue)*0.5;
|
||||
}
|
||||
|
||||
vec3 N = normalize(fragNormal);
|
||||
if (useTexNormal == 1)
|
||||
{
|
||||
N = texture(normalMap, vec2(fragTexCoord.x*tiling.x + offset.y, fragTexCoord.y*tiling.y + offset.y)).rgb;
|
||||
N = normalize(N*2.0 - 1.0);
|
||||
N = normalize(N*TBN);
|
||||
}
|
||||
|
||||
vec3 V = normalize(viewPos - fragPosition);
|
||||
|
||||
vec3 emissive = vec3(0);
|
||||
emissive = (texture(emissiveMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb).g*emissiveColor.rgb*emissivePower*useTexEmissive;
|
||||
|
||||
// return N;//vec3(metallic,metallic,metallic);
|
||||
// If dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity
|
||||
vec3 baseRefl = mix(vec3(0.04), albedo.rgb, metallic);
|
||||
vec3 lightAccum = vec3(0.0); // Acumulate lighting lum
|
||||
|
||||
for (int i = 0; i < numOfLights; i++)
|
||||
{
|
||||
vec3 L = normalize(lights[i].position - fragPosition); // Compute light vector
|
||||
vec3 H = normalize(V + L); // Compute halfway bisecting vector
|
||||
float dist = length(lights[i].position - fragPosition); // Compute distance to light
|
||||
float attenuation = 1.0/(dist*dist*0.23); // Compute attenuation
|
||||
vec3 radiance = lights[i].color.rgb*lights[i].intensity*attenuation; // Compute input radiance, light energy comming in
|
||||
|
||||
// Cook-Torrance BRDF distribution function
|
||||
float nDotV = max(dot(N,V), 0.0000001);
|
||||
float nDotL = max(dot(N,L), 0.0000001);
|
||||
float hDotV = max(dot(H,V), 0.0);
|
||||
float nDotH = max(dot(N,H), 0.0);
|
||||
float D = GgxDistribution(nDotH, roughness); // Larger the more micro-facets aligned to H
|
||||
float G = GeomSmith(nDotV, nDotL, roughness); // Smaller the more micro-facets shadow
|
||||
vec3 F = SchlickFresnel(hDotV, baseRefl); // Fresnel proportion of specular reflectance
|
||||
|
||||
vec3 spec = (D*G*F)/(4.0*nDotV*nDotL);
|
||||
|
||||
// Difuse and spec light can't be above 1.0
|
||||
// kD = 1.0 - kS diffuse component is equal 1.0 - spec comonent
|
||||
vec3 kD = vec3(1.0) - F;
|
||||
|
||||
// Mult kD by the inverse of metallnes, only non-metals should have diffuse light
|
||||
kD *= 1.0 - metallic;
|
||||
lightAccum += ((kD*albedo.rgb/PI + spec)*radiance*nDotL)*lights[i].enabled; // Angle of light has impact on result
|
||||
}
|
||||
|
||||
vec3 ambientFinal = (ambientColor + albedo)*ambient*0.5;
|
||||
|
||||
return (ambientFinal + lightAccum*ao + emissive);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = ComputePBR();
|
||||
|
||||
// HDR tonemapping
|
||||
color = pow(color, color + vec3(1.0));
|
||||
|
||||
// Gamma correction
|
||||
color = pow(color, vec3(1.0/2.2));
|
||||
|
||||
finalColor = vec4(color, 1.0);
|
||||
}
|
||||
48
resources/shaders/glsl330/pbr.vs
Normal file
@ -0,0 +1,48 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec3 vertexNormal;
|
||||
in vec4 vertexTangent;
|
||||
in vec4 vertexColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvp;
|
||||
uniform mat4 matModel;
|
||||
uniform mat4 matNormal;
|
||||
uniform vec3 lightPos;
|
||||
uniform vec4 difColor;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec3 fragPosition;
|
||||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
out vec3 fragNormal;
|
||||
out mat3 TBN;
|
||||
|
||||
const float normalOffset = 0.1;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Compute binormal from vertex normal and tangent
|
||||
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
|
||||
|
||||
// Compute fragment normal based on normal transformations
|
||||
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
|
||||
|
||||
// Compute fragment position based on model transformations
|
||||
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
|
||||
|
||||
fragTexCoord = vertexTexCoord*2.0;
|
||||
fragNormal = normalize(normalMatrix*vertexNormal);
|
||||
vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz);
|
||||
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
|
||||
vec3 fragBinormal = normalize(normalMatrix*vertexBinormal);
|
||||
fragBinormal = cross(fragNormal, fragTangent);
|
||||
|
||||
TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvp*vec4(vertexPosition, 1.0);
|
||||
}
|
||||
BIN
resources/textures/old_car_d.png
Normal file
|
After Width: | Height: | Size: 1.6 MiB |
BIN
resources/textures/old_car_e.png
Normal file
|
After Width: | Height: | Size: 1.7 KiB |
BIN
resources/textures/old_car_mra.png
Normal file
|
After Width: | Height: | Size: 1.1 MiB |
BIN
resources/textures/old_car_n.png
Normal file
|
After Width: | Height: | Size: 1.2 MiB |
BIN
resources/textures/road_a.png
Normal file
|
After Width: | Height: | Size: 623 KiB |
BIN
resources/textures/road_mra.png
Normal file
|
After Width: | Height: | Size: 657 KiB |
BIN
resources/textures/road_n.png
Normal file
|
After Width: | Height: | Size: 645 KiB |