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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shaders/shaders_deferred_render.c
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+/*******************************************************************************************
+*
+* raylib [shaders] example - deferred rendering
+*
+* NOTE: This example requires raylib OpenGL 3.3 or OpenGL ES 3.0
+*
+* Example originally created with raylib 4.5, last time updated with raylib 4.5
+*
+* Example contributed by Justin Andreas Lacoste (@27justin) 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) 2023 Justin Andreas Lacoste (@27justin)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "rlgl.h"
+#include "raymath.h"
+
+#define RLIGHTS_IMPLEMENTATION
+#include "rlights.h"
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+#include <stdlib.h> // Required for: NULL
+
+#define MAX_CUBES 30
+
+// GBuffer data
+typedef struct GBuffer {
+ unsigned int framebuffer;
+
+ unsigned int positionTexture;
+ unsigned int normalTexture;
+ unsigned int albedoSpecTexture;
+
+ unsigned int depthRenderbuffer;
+} GBuffer;
+
+// Deferred mode passes
+typedef enum {
+ DEFERRED_POSITION,
+ DEFERRED_NORMAL,
+ DEFERRED_ALBEDO,
+ DEFERRED_SHADING
+} DeferredMode;
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ // -------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred render");
+
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 60.0f; // Camera field-of-view Y
+ camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
+
+ // Load plane model from a generated mesh
+ Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
+ Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));
+
+ // Load geometry buffer (G-buffer) shader and deferred shader
+ Shader gbufferShader = LoadShader("resources/shaders/glsl330/gbuffer.vs",
+ "resources/shaders/glsl330/gbuffer.fs");
+
+ Shader deferredShader = LoadShader("resources/shaders/glsl330/deferred_shading.vs",
+ "resources/shaders/glsl330/deferred_shading.fs");
+ deferredShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(deferredShader, "viewPosition");
+
+ // Initialize the G-buffer
+ GBuffer gBuffer = { 0 };
+ gBuffer.framebuffer = rlLoadFramebuffer();
+
+ if (!gBuffer.framebuffer)
+ {
+ TraceLog(LOG_WARNING, "Failed to create framebuffer");
+ exit(1);
+ }
+
+ rlEnableFramebuffer(gBuffer.framebuffer);
+
+ // Since we are storing position and normal data in these textures,
+ // we need to use a floating point format.
+ gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
+
+ gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
+ // Albedo (diffuse color) and specular strength can be combined into one texture.
+ // The color in RGB, and the specular strength in the alpha channel.
+ gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
+
+ // Activate the draw buffers for our framebuffer
+ rlActiveDrawBuffers(3);
+
+ // Now we attach our textures to the framebuffer.
+ rlFramebufferAttach(gBuffer.framebuffer, gBuffer.positionTexture, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
+ rlFramebufferAttach(gBuffer.framebuffer, gBuffer.normalTexture, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
+ rlFramebufferAttach(gBuffer.framebuffer, gBuffer.albedoSpecTexture, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0);
+
+ // Finally we attach the depth buffer.
+ gBuffer.depthRenderbuffer = rlLoadTextureDepth(screenWidth, screenHeight, true);
+ rlFramebufferAttach(gBuffer.framebuffer, gBuffer.depthRenderbuffer, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
+
+ // Make sure our framebuffer is complete.
+ // NOTE: rlFramebufferComplete() automatically unbinds the framebuffer, so we don't have
+ // to rlDisableFramebuffer() here.
+ if (!rlFramebufferComplete(gBuffer.framebuffer))
+ {
+ TraceLog(LOG_WARNING, "Framebuffer is not complete");
+ exit(1);
+ }
+
+ // Now we initialize the sampler2D uniform's in the deferred shader.
+ // We do this by setting the uniform's value to the color channel slot we earlier
+ // bound our textures to.
+ rlEnableShader(deferredShader.id);
+
+ rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gPosition"), 0);
+ rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gNormal"), 1);
+ rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gAlbedoSpec"), 2);
+
+ rlDisableShader();
+
+ // Assign out lighting shader to model
+ model.materials[0].shader = gbufferShader;
+ cube.materials[0].shader = gbufferShader;
+
+ // Create lights
+ //--------------------------------------------------------------------------------------
+ Light lights[MAX_LIGHTS] = { 0 };
+ lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, deferredShader);
+ lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, deferredShader);
+ lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, deferredShader);
+ lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, deferredShader);
+
+ const float CUBE_SCALE = 0.25;
+ Vector3 cubePositions[MAX_CUBES] = { 0 };
+ float cubeRotations[MAX_CUBES] = { 0 };
+
+ for (int i = 0; i < MAX_CUBES; i++)
+ {
+ cubePositions[i] = (Vector3){
+ .x = (float)(rand()%10) - 5,
+ .y = (float)(rand()%5),
+ .z = (float)(rand()%10) - 5,
+ };
+
+ cubeRotations[i] = (float)(rand()%360);
+ }
+
+ DeferredMode mode = DEFERRED_SHADING;
+
+ rlEnableDepthTest();
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //---------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose())
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera, CAMERA_ORBITAL);
+
+ // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
+ float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
+ SetShaderValue(deferredShader, deferredShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
+
+ // Check key inputs to enable/disable lights
+ if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
+ if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
+ if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
+ if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
+
+ // Check key inputs to switch between G-buffer textures
+ if (IsKeyPressed(KEY_ONE)) mode = DEFERRED_POSITION;
+ if (IsKeyPressed(KEY_TWO)) mode = DEFERRED_NORMAL;
+ if (IsKeyPressed(KEY_THREE)) mode = DEFERRED_ALBEDO;
+ if (IsKeyPressed(KEY_FOUR)) mode = DEFERRED_SHADING;
+
+ // Update light values (actually, only enable/disable them)
+ for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(deferredShader, lights[i]);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ // ---------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // Draw to the geometry buffer by first activating it
+ rlEnableFramebuffer(gBuffer.framebuffer);
+ rlClearScreenBuffers(); // Clear color and depth buffer
+
+ rlDisableColorBlend();
+ BeginMode3D(camera);
+ // NOTE: We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
+ // will not work, as they won't immediately load the shader program.
+ rlEnableShader(gbufferShader.id);
+ // When drawing a model here, make sure that the material's shaders
+ // are set to the gbuffer shader!
+ DrawModel(model, Vector3Zero(), 1.0f, WHITE);
+ DrawModel(cube, (Vector3) { 0.0, 1.0f, 0.0 }, 1.0f, WHITE);
+
+ for (int i = 0; i < MAX_CUBES; i++)
+ {
+ Vector3 position = cubePositions[i];
+ DrawModelEx(cube, position, (Vector3) { 1, 1, 1 }, cubeRotations[i], (Vector3) { CUBE_SCALE, CUBE_SCALE, CUBE_SCALE }, WHITE);
+ }
+
+ rlDisableShader();
+ EndMode3D();
+ rlEnableColorBlend();
+
+ // Go back to the default framebuffer (0) and draw our deferred shading.
+ rlDisableFramebuffer();
+ rlClearScreenBuffers(); // Clear color & depth buffer
+
+ switch (mode)
+ {
+ case DEFERRED_SHADING:
+ {
+ BeginMode3D(camera);
+ rlDisableColorBlend();
+ rlEnableShader(deferredShader.id);
+ // Activate our g-buffer textures
+ // These will now be bound to the sampler2D uniforms `gPosition`, `gNormal`,
+ // and `gAlbedoSpec`
+ rlActiveTextureSlot(0);
+ rlEnableTexture(gBuffer.positionTexture);
+ rlActiveTextureSlot(1);
+ rlEnableTexture(gBuffer.normalTexture);
+ rlActiveTextureSlot(2);
+ rlEnableTexture(gBuffer.albedoSpecTexture);
+
+ // Finally, we draw a fullscreen quad to our default framebuffer
+ // This will now be shaded using our deferred shader
+ rlLoadDrawQuad();
+ rlDisableShader();
+ rlEnableColorBlend();
+ EndMode3D();
+
+ // As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer.
+ rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebuffer);
+ rlBindFramebuffer(RL_DRAW_FRAMEBUFFER, 0);
+ rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT
+ rlDisableFramebuffer();
+
+ // Since our shader is now done and disabled, we can draw our lights in default
+ // forward rendering
+ BeginMode3D(camera);
+ rlEnableShader(rlGetShaderIdDefault());
+ for(int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
+ else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
+ }
+ rlDisableShader();
+ EndMode3D();
+
+ DrawText("FINAL RESULT", 10, screenHeight - 30, 20, DARKGREEN);
+ } break;
+ case DEFERRED_POSITION:
+ {
+ DrawTextureRec((Texture2D){
+ .id = gBuffer.positionTexture,
+ .width = screenWidth,
+ .height = screenHeight,
+ }, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
+
+ DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
+ } break;
+ case DEFERRED_NORMAL:
+ {
+ DrawTextureRec((Texture2D){
+ .id = gBuffer.normalTexture,
+ .width = screenWidth,
+ .height = screenHeight,
+ }, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
+
+ DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
+ } break;
+ case DEFERRED_ALBEDO:
+ {
+ DrawTextureRec((Texture2D){
+ .id = gBuffer.albedoSpecTexture,
+ .width = screenWidth,
+ .height = screenHeight,
+ }, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
+
+ DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
+ } break;
+ default: break;
+ }
+
+ DrawText("Toggle lights keys: [Y][R][G][B]", 10, 40, 20, DARKGRAY);
+ DrawText("Switch G-buffer textures: [1][2][3][4]", 10, 70, 20, DARKGRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ // -----------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadModel(model); // Unload the models
+ UnloadModel(cube);
+
+ UnloadShader(deferredShader); // Unload shaders
+ UnloadShader(gbufferShader);
+
+ // Unload geometry buffer and all attached textures
+ rlUnloadFramebuffer(gBuffer.framebuffer);
+ rlUnloadTexture(gBuffer.positionTexture);
+ rlUnloadTexture(gBuffer.normalTexture);
+ rlUnloadTexture(gBuffer.albedoSpecTexture);
+ rlUnloadTexture(gBuffer.depthRenderbuffer);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}