1 /*******************************************************************************************
2 *
3 *   raylib [models] example - PBR material
4 *
5 *   NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
6 *         is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
7 *
8 *   This example has been created using raylib 1.8 (www.raylib.com)
9 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
10 *
11 *   Copyright (c) 2017 Ramon Santamaria (@raysan5)
12 *
13 ********************************************************************************************/
14 
15 #include "raylib.h"
16 #include "raymath.h"
17 #include "rlgl.h"
18 
19 #include <stdio.h>
20 
21 #define RLIGHTS_IMPLEMENTATION
22 #include "rlights.h"
23 
24 #if defined(PLATFORM_DESKTOP)
25     #define GLSL_VERSION            330
26 #else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
27     #define GLSL_VERSION            100
28 #endif
29 
30 #define CUBEMAP_SIZE        1024        // Cubemap texture size
31 #define IRRADIANCE_SIZE       32        // Irradiance texture size
32 #define PREFILTERED_SIZE     256        // Prefiltered HDR environment texture size
33 #define BRDF_SIZE            512        // BRDF LUT texture size
34 #define LIGHT_DISTANCE      1000.0f
35 #define LIGHT_HEIGHT           1.0f
36 
37 // PBR texture maps generation
38 static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture
39 static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size);      // Generate irradiance cubemap using cubemap texture
40 static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size);       // Generate prefilter cubemap using cubemap texture
41 static Texture2D GenTextureBRDF(Shader shader, int size);              // Generate a generic BRDF texture
42 
43 // PBR material loading
44 static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
45 
main(void)46 int main(void)
47 {
48     // Initialization
49     //--------------------------------------------------------------------------------------
50     const int screenWidth = 800;
51     const int screenHeight = 450;
52 
53     SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
54     InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
55 
56     // Define the camera to look into our 3d world
57     Camera camera = { 0 };
58     camera.position = (Vector3){ 4.0f, 4.0f, 4.0f };    // Camera position
59     camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };      // Camera looking at point
60     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
61     camera.fovy = 45.0f;                                // Camera field-of-view Y
62     camera.projection = CAMERA_PERSPECTIVE;                   // Camera mode type
63 
64     // Load model and PBR material
65     Model model = LoadModel("resources/pbr/trooper.obj");
66 
67     // Mesh tangents are generated... and uploaded to GPU
68     // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
69     //MeshTangents(&model.meshes[0]);
70 
71     model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
72 
73     // Create lights
74     // NOTE: Lights are added to an internal lights pool automatically
75     CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.materials[0].shader);
76     CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.materials[0].shader);
77     CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.materials[0].shader);
78     CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.materials[0].shader);
79 
80     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
81 
82     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
83     //--------------------------------------------------------------------------------------
84 
85     // Main game loop
86     while (!WindowShouldClose())            // Detect window close button or ESC key
87     {
88         // Update
89         //----------------------------------------------------------------------------------
90         UpdateCamera(&camera);              // Update camera
91 
92         // Send to material PBR shader camera view position
93         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
94         SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
95         //----------------------------------------------------------------------------------
96 
97         // Draw
98         //----------------------------------------------------------------------------------
99         BeginDrawing();
100 
101             ClearBackground(RAYWHITE);
102 
103             BeginMode3D(camera);
104 
105                 DrawModel(model, Vector3Zero(), 1.0f, WHITE);
106 
107                 DrawGrid(10, 1.0f);
108 
109             EndMode3D();
110 
111             DrawFPS(10, 10);
112 
113         EndDrawing();
114         //----------------------------------------------------------------------------------
115     }
116 
117     // De-Initialization
118     //--------------------------------------------------------------------------------------
119     UnloadMaterial(model.materials[0]); // Unload material: shader and textures
120 
121     UnloadModel(model);         // Unload model
122 
123     CloseWindow();              // Close window and OpenGL context
124     //--------------------------------------------------------------------------------------
125 
126     return 0;
127 }
128 
129 // Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
130 // NOTE: PBR shader is loaded inside this function
LoadMaterialPBR(Color albedo,float metalness,float roughness)131 static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
132 {
133     Material mat = LoadMaterialDefault();   // Initialize material to default
134 
135     // Load PBR shader (requires several maps)
136     mat.shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
137                             TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
138 
139     // Get required locations points for PBR material
140     // NOTE: Those location names must be available and used in the shader code
141     mat.shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
142     mat.shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
143     mat.shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
144     mat.shader.locs[SHADER_LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
145     mat.shader.locs[SHADER_LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
146     //mat.shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
147     //mat.shader.locs[SHADER_LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
148     mat.shader.locs[SHADER_LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
149     mat.shader.locs[SHADER_LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
150     mat.shader.locs[SHADER_LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
151 
152     // Set view matrix location
153     mat.shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
154     //mat.shader.locs[SHADER_LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
155     mat.shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
156 
157     // Set PBR standard maps
158     mat.maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
159     mat.maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
160     mat.maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
161     mat.maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
162     mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
163 
164     // Set textures filtering for better quality
165     SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, FILTER_BILINEAR);
166     SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, FILTER_BILINEAR);
167     SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, FILTER_BILINEAR);
168     SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, FILTER_BILINEAR);
169     SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, FILTER_BILINEAR);
170 
171     // Enable sample usage in shader for assigned textures
172     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
173     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
174     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
175     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
176     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
177 
178     int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
179     SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, SHADER_UNIFORM_INT);
180 
181     // Set up material properties color
182     mat.maps[MATERIAL_MAP_ALBEDO].color = albedo;
183     mat.maps[MATERIAL_MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
184     mat.maps[MATERIAL_MAP_METALNESS].value = metalness;
185     mat.maps[MATERIAL_MAP_ROUGHNESS].value = roughness;
186     mat.maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
187     mat.maps[MATERIAL_MAP_EMISSION].value = 0.5f;
188     mat.maps[MATERIAL_MAP_HEIGHT].value = 0.5f;
189 
190     // Generate cubemap from panorama texture
191     //--------------------------------------------------------------------------------------------------------
192     Texture2D panorama = LoadTexture("resources/dresden_square_2k.hdr");
193 
194     // Load equirectangular to cubemap shader
195     Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
196                                     TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
197 
198     SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
199     TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
200     UnloadTexture(panorama);
201     UnloadShader(shdrCubemap);
202     //--------------------------------------------------------------------------------------------------------
203 
204     // Generate irradiance map from cubemap texture
205     //--------------------------------------------------------------------------------------------------------
206     // Load irradiance (GI) calculation shader
207     Shader shdrIrradiance = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
208                                        TextFormat("resources/shaders/glsl%i/irradiance.fs", GLSL_VERSION));
209 
210     SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
211     mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
212     UnloadShader(shdrIrradiance);
213     //--------------------------------------------------------------------------------------------------------
214 
215     // Generate prefilter map from cubemap texture
216     //--------------------------------------------------------------------------------------------------------
217     // Load reflection prefilter calculation shader
218     Shader shdrPrefilter = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
219                                       TextFormat("resources/shaders/glsl%i/prefilter.fs", GLSL_VERSION));
220 
221     SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
222     mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
223     UnloadTexture(cubemap);
224     UnloadShader(shdrPrefilter);
225     //--------------------------------------------------------------------------------------------------------
226 
227     // Generate BRDF (bidirectional reflectance distribution function) texture (using shader)
228     //--------------------------------------------------------------------------------------------------------
229     Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
230                                  TextFormat("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION));
231 
232     mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
233     UnloadShader(shdrBRDF);
234     //--------------------------------------------------------------------------------------------------------
235 
236     return mat;
237 }
238 
239 // Texture maps generation (PBR)
240 //-------------------------------------------------------------------------------------------
241 // Generate cubemap texture from HDR texture
GenTextureCubemap(Shader shader,Texture2D panorama,int size,int format)242 static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
243 {
244     TextureCubemap cubemap = { 0 };
245 
246     rlDisableBackfaceCulling();     // Disable backface culling to render inside the cube
247 
248     // STEP 1: Setup framebuffer
249     //------------------------------------------------------------------------------------------
250     unsigned int rbo = rlLoadTextureDepth(size, size, true);
251     cubemap.id = rlLoadTextureCubemap(NULL, size, format);
252 
253     unsigned int fbo = rlLoadFramebuffer(size, size);
254     rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
255     rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
256 
257     // Check if framebuffer is complete with attachments (valid)
258     if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
259     //------------------------------------------------------------------------------------------
260 
261     // STEP 2: Draw to framebuffer
262     //------------------------------------------------------------------------------------------
263     // NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
264     rlEnableShader(shader.id);
265 
266     // Define projection matrix and send it to shader
267     Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
268     rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
269 
270     // Define view matrix for every side of the cubemap
271     Matrix fboViews[6] = {
272         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  1.0f,  0.0f,  0.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
273         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f,  0.0f,  0.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
274         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  1.0f,  0.0f }, (Vector3){ 0.0f,  0.0f,  1.0f }),
275         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f, -1.0f,  0.0f }, (Vector3){ 0.0f,  0.0f, -1.0f }),
276         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  0.0f,  1.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
277         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f,  0.0f })
278     };
279 
280     rlViewport(0, 0, size, size);   // Set viewport to current fbo dimensions
281 
282     for (int i = 0; i < 6; i++)
283     {
284         rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
285         rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
286 
287         rlEnableFramebuffer(fbo);
288         rlSetTexture(panorama.id);   // WARNING: It must be called after enabling current framebuffer if using internal batch system!
289 
290         rlClearScreenBuffers();
291         DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
292         rlDrawRenderBatchActive();
293     }
294     //------------------------------------------------------------------------------------------
295 
296     // STEP 3: Unload framebuffer and reset state
297     //------------------------------------------------------------------------------------------
298     rlDisableShader();          // Unbind shader
299     rlDisableTexture();         // Unbind texture
300     rlDisableFramebuffer();     // Unbind framebuffer
301     rlUnloadFramebuffer(fbo);   // Unload framebuffer (and automatically attached depth texture/renderbuffer)
302 
303     // Reset viewport dimensions to default
304     rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
305     rlEnableBackfaceCulling();
306     //------------------------------------------------------------------------------------------
307 
308     cubemap.width = size;
309     cubemap.height = size;
310     cubemap.mipmaps = 1;
311     cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
312 
313     return cubemap;
314 }
315 
316 // Generate irradiance texture using cubemap data
GenTextureIrradiance(Shader shader,TextureCubemap cubemap,int size)317 static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
318 {
319     TextureCubemap irradiance = { 0 };
320 
321     rlDisableBackfaceCulling();     // Disable backface culling to render inside the cube
322 
323     // STEP 1: Setup framebuffer
324     //------------------------------------------------------------------------------------------
325     unsigned int rbo = rlLoadTextureDepth(size, size, true);
326     irradiance.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
327 
328     unsigned int fbo = rlLoadFramebuffer(size, size);
329     rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
330     rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
331     //------------------------------------------------------------------------------------------
332 
333     // STEP 2: Draw to framebuffer
334     //------------------------------------------------------------------------------------------
335     // NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap
336     rlEnableShader(shader.id);
337 
338     // Define projection matrix and send it to shader
339     Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
340     rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
341 
342     // Define view matrix for every side of the cubemap
343     Matrix fboViews[6] = {
344         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  1.0f,  0.0f,  0.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
345         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f,  0.0f,  0.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
346         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  1.0f,  0.0f }, (Vector3){ 0.0f,  0.0f,  1.0f }),
347         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f, -1.0f,  0.0f }, (Vector3){ 0.0f,  0.0f, -1.0f }),
348         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  0.0f,  1.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
349         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f,  0.0f })
350     };
351 
352     rlActiveTextureSlot(0);
353     rlEnableTextureCubemap(cubemap.id);
354 
355     rlViewport(0, 0, size, size);   // Set viewport to current fbo dimensions
356 
357     for (int i = 0; i < 6; i++)
358     {
359         rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
360         rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
361 
362         rlEnableFramebuffer(fbo);
363         rlClearScreenBuffers();
364         rlLoadDrawCube();
365     }
366     //------------------------------------------------------------------------------------------
367 
368     // STEP 3: Unload framebuffer and reset state
369     //------------------------------------------------------------------------------------------
370     rlDisableShader();          // Unbind shader
371     rlDisableTexture();         // Unbind texture
372     rlDisableFramebuffer();     // Unbind framebuffer
373     rlUnloadFramebuffer(fbo);   // Unload framebuffer (and automatically attached depth texture/renderbuffer)
374 
375     // Reset viewport dimensions to default
376     rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
377     rlEnableBackfaceCulling();
378     //------------------------------------------------------------------------------------------
379 
380     irradiance.width = size;
381     irradiance.height = size;
382     irradiance.mipmaps = 1;
383     irradiance.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
384 
385     return irradiance;
386 }
387 
388 // Generate prefilter texture using cubemap data
GenTexturePrefilter(Shader shader,TextureCubemap cubemap,int size)389 static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
390 {
391     TextureCubemap prefilter = { 0 };
392 
393     rlDisableBackfaceCulling();     // Disable backface culling to render inside the cube
394 
395     // STEP 1: Setup framebuffer
396     //------------------------------------------------------------------------------------------
397     unsigned int rbo = rlLoadTextureDepth(size, size, true);
398     prefilter.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
399     rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_MIP_LINEAR);
400 
401     unsigned int fbo = rlLoadFramebuffer(size, size);
402     rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
403     rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
404     //------------------------------------------------------------------------------------------
405 
406     // Generate mipmaps for the prefiltered HDR texture
407     //glGenerateMipmap(GL_TEXTURE_CUBE_MAP);    // TODO!
408 
409     // STEP 2: Draw to framebuffer
410     //------------------------------------------------------------------------------------------
411     // NOTE: Shader is used to prefilter HDR and store data into mipmap levels
412 
413     // Define projection matrix and send it to shader
414     Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
415     rlEnableShader(shader.id);
416     rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
417 
418     // Define view matrix for every side of the cubemap
419     Matrix fboViews[6] = {
420         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  1.0f,  0.0f,  0.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
421         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f,  0.0f,  0.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
422         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  1.0f,  0.0f }, (Vector3){ 0.0f,  0.0f,  1.0f }),
423         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f, -1.0f,  0.0f }, (Vector3){ 0.0f,  0.0f, -1.0f }),
424         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  0.0f,  1.0f }, (Vector3){ 0.0f, -1.0f,  0.0f }),
425         MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){  0.0f,  0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f,  0.0f })
426     };
427 
428     rlActiveTextureSlot(0);
429     rlEnableTextureCubemap(cubemap.id);
430 
431     // TODO: Locations should be taken out of this function... too shader dependant...
432     int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
433 
434     rlEnableFramebuffer(fbo);
435 
436     #define MAX_MIPMAP_LEVELS   5   // Max number of prefilter texture mipmaps
437 
438     for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
439     {
440         // Resize framebuffer according to mip-level size.
441         unsigned int mipWidth  = size*(int)powf(0.5f, (float)mip);
442         unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
443 
444         rlViewport(0, 0, mipWidth, mipHeight);
445 
446         //glBindRenderbuffer(GL_RENDERBUFFER, rbo);
447         //glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
448 
449         float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
450         rlSetUniform(roughnessLoc, &roughness, SHADER_UNIFORM_FLOAT, 1);
451 
452         for (int i = 0; i < 6; i++)
453         {
454             rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
455             rlFramebufferAttach(fbo, prefilter.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, mip);
456 
457             rlClearScreenBuffers();
458             rlLoadDrawCube();
459         }
460     }
461     //------------------------------------------------------------------------------------------
462 
463     // STEP 3: Unload framebuffer and reset state
464     //------------------------------------------------------------------------------------------
465     rlDisableShader();          // Unbind shader
466     rlDisableTexture();         // Unbind texture
467     rlDisableFramebuffer();     // Unbind framebuffer
468     rlUnloadFramebuffer(fbo);   // Unload framebuffer (and automatically attached depth texture/renderbuffer)
469 
470     // Reset viewport dimensions to default
471     rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
472     rlEnableBackfaceCulling();
473     //------------------------------------------------------------------------------------------
474 
475     prefilter.width = size;
476     prefilter.height = size;
477     prefilter.mipmaps = MAX_MIPMAP_LEVELS;
478     prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
479 
480     return prefilter;
481 }
482 
483 // Generate BRDF texture using cubemap data
484 // TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
GenTextureBRDF(Shader shader,int size)485 static Texture2D GenTextureBRDF(Shader shader, int size)
486 {
487     Texture2D brdf = { 0 };
488 
489     // STEP 1: Setup framebuffer
490     //------------------------------------------------------------------------------------------
491     unsigned int rbo = rlLoadTextureDepth(size, size, true);
492     brdf.id = rlLoadTexture(NULL, size, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
493 
494     unsigned int fbo = rlLoadFramebuffer(size, size);
495     rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
496     rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
497     //------------------------------------------------------------------------------------------
498 
499     // STEP 2: Draw to framebuffer
500     //------------------------------------------------------------------------------------------
501     // NOTE: Render BRDF LUT into a quad using FBO
502     rlEnableShader(shader.id);
503 
504     rlViewport(0, 0, size, size);
505 
506     rlEnableFramebuffer(fbo);
507     rlClearScreenBuffers();
508 
509     rlLoadDrawQuad();
510     //------------------------------------------------------------------------------------------
511 
512     // STEP 3: Unload framebuffer and reset state
513     //------------------------------------------------------------------------------------------
514     rlDisableShader();          // Unbind shader
515     rlDisableTexture();         // Unbind texture
516     rlDisableFramebuffer();     // Unbind framebuffer
517     rlUnloadFramebuffer(fbo);   // Unload framebuffer (and automatically attached depth texture/renderbuffer)
518 
519     // Reset viewport dimensions to default
520     rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
521     //------------------------------------------------------------------------------------------
522 
523     brdf.width = size;
524     brdf.height = size;
525     brdf.mipmaps = 1;
526     brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
527 
528     return brdf;
529 }
530