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author | bonmas14 <bonmas14@gmail.com> | 2025-09-20 22:28:15 +0300 |
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committer | bonmas14 <bonmas14@gmail.com> | 2025-09-20 22:28:15 +0300 |
commit | cdda4c4182c9ee068567529715e4a5c68a8efb58 (patch) | |
tree | 38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shaders/shaders_shadowmap.c | |
download | c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.zip |
Init commit v1.0
Diffstat (limited to 'deps/raylib/examples/shaders/shaders_shadowmap.c')
-rw-r--r-- | deps/raylib/examples/shaders/shaders_shadowmap.c | 251 |
1 files changed, 251 insertions, 0 deletions
diff --git a/deps/raylib/examples/shaders/shaders_shadowmap.c b/deps/raylib/examples/shaders/shaders_shadowmap.c new file mode 100644 index 0000000..96c42d1 --- /dev/null +++ b/deps/raylib/examples/shaders/shaders_shadowmap.c @@ -0,0 +1,251 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Shadowmap +* +* Example originally created with raylib 5.0, last time updated with raylib 5.0 +* +* Example contributed by @TheManTheMythTheGameDev 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 +* +********************************************************************************************/ + +#include "raylib.h" +#include "raymath.h" +#include "rlgl.h" + +#if defined(PLATFORM_DESKTOP) +#define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB +#define GLSL_VERSION 120 +#endif + +#define SHADOWMAP_RESOLUTION 1024 + +RenderTexture2D LoadShadowmapRenderTexture(int width, int height); +void UnloadShadowmapRenderTexture(RenderTexture2D target); +void DrawScene(Model cube, Model robot); + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); + // Shadows are a HUGE topic, and this example shows an extremely simple implementation of the shadowmapping algorithm, + // which is the industry standard for shadows. This algorithm can be extended in a ridiculous number of ways to improve + // realism and also adapt it for different scenes. This is pretty much the simplest possible implementation. + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap"); + + Camera3D cam = (Camera3D){ 0 }; + cam.position = (Vector3){ 10.0f, 10.0f, 10.0f }; + cam.target = Vector3Zero(); + cam.projection = CAMERA_PERSPECTIVE; + cam.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + cam.fovy = 45.0f; + + Shader shadowShader = LoadShader(TextFormat("resources/shaders/glsl%i/shadowmap.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/shadowmap.fs", GLSL_VERSION)); + shadowShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shadowShader, "viewPos"); + Vector3 lightDir = Vector3Normalize((Vector3){ 0.35f, -1.0f, -0.35f }); + Color lightColor = WHITE; + Vector4 lightColorNormalized = ColorNormalize(lightColor); + int lightDirLoc = GetShaderLocation(shadowShader, "lightDir"); + int lightColLoc = GetShaderLocation(shadowShader, "lightColor"); + SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3); + SetShaderValue(shadowShader, lightColLoc, &lightColorNormalized, SHADER_UNIFORM_VEC4); + int ambientLoc = GetShaderLocation(shadowShader, "ambient"); + float ambient[4] = {0.1f, 0.1f, 0.1f, 1.0f}; + SetShaderValue(shadowShader, ambientLoc, ambient, SHADER_UNIFORM_VEC4); + int lightVPLoc = GetShaderLocation(shadowShader, "lightVP"); + int shadowMapLoc = GetShaderLocation(shadowShader, "shadowMap"); + int shadowMapResolution = SHADOWMAP_RESOLUTION; + SetShaderValue(shadowShader, GetShaderLocation(shadowShader, "shadowMapResolution"), &shadowMapResolution, SHADER_UNIFORM_INT); + + Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f)); + cube.materials[0].shader = shadowShader; + Model robot = LoadModel("resources/models/robot.glb"); + for (int i = 0; i < robot.materialCount; i++) + { + robot.materials[i].shader = shadowShader; + } + int animCount = 0; + ModelAnimation* robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount); + + RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION); + // For the shadowmapping algorithm, we will be rendering everything from the light's point of view + Camera3D lightCam = (Camera3D){ 0 }; + lightCam.position = Vector3Scale(lightDir, -15.0f); + lightCam.target = Vector3Zero(); + // Use an orthographic projection for directional lights + lightCam.projection = CAMERA_ORTHOGRAPHIC; + lightCam.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + lightCam.fovy = 20.0f; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + int fc = 0; + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + float dt = GetFrameTime(); + + Vector3 cameraPos = cam.position; + SetShaderValue(shadowShader, shadowShader.locs[SHADER_LOC_VECTOR_VIEW], &cameraPos, SHADER_UNIFORM_VEC3); + UpdateCamera(&cam, CAMERA_ORBITAL); + + fc++; + fc %= (robotAnimations[0].frameCount); + UpdateModelAnimation(robot, robotAnimations[0], fc); + + const float cameraSpeed = 0.05f; + if (IsKeyDown(KEY_LEFT)) + { + if (lightDir.x < 0.6f) + lightDir.x += cameraSpeed * 60.0f * dt; + } + if (IsKeyDown(KEY_RIGHT)) + { + if (lightDir.x > -0.6f) + lightDir.x -= cameraSpeed * 60.0f * dt; + } + if (IsKeyDown(KEY_UP)) + { + if (lightDir.z < 0.6f) + lightDir.z += cameraSpeed * 60.0f * dt; + } + if (IsKeyDown(KEY_DOWN)) + { + if (lightDir.z > -0.6f) + lightDir.z -= cameraSpeed * 60.0f * dt; + } + lightDir = Vector3Normalize(lightDir); + lightCam.position = Vector3Scale(lightDir, -15.0f); + SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3); + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + // First, render all objects into the shadowmap + // The idea is, we record all the objects' depths (as rendered from the light source's point of view) in a buffer + // Anything that is "visible" to the light is in light, anything that isn't is in shadow + // We can later use the depth buffer when rendering everything from the player's point of view + // to determine whether a given point is "visible" to the light + + // Record the light matrices for future use! + Matrix lightView; + Matrix lightProj; + BeginTextureMode(shadowMap); + ClearBackground(WHITE); + BeginMode3D(lightCam); + lightView = rlGetMatrixModelview(); + lightProj = rlGetMatrixProjection(); + DrawScene(cube, robot); + EndMode3D(); + EndTextureMode(); + Matrix lightViewProj = MatrixMultiply(lightView, lightProj); + + ClearBackground(RAYWHITE); + + SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj); + + rlEnableShader(shadowShader.id); + int slot = 10; // Can be anything 0 to 15, but 0 will probably be taken up + rlActiveTextureSlot(10); + rlEnableTexture(shadowMap.depth.id); + rlSetUniform(shadowMapLoc, &slot, SHADER_UNIFORM_INT, 1); + + BeginMode3D(cam); + + // Draw the same exact things as we drew in the shadowmap! + DrawScene(cube, robot); + + EndMode3D(); + + DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 320, screenHeight - 20, 10, GRAY); + DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED); + + EndDrawing(); + + if (IsKeyPressed(KEY_F)) + { + TakeScreenshot("shaders_shadowmap.png"); + } + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + + UnloadShader(shadowShader); + UnloadModel(cube); + UnloadModel(robot); + UnloadModelAnimations(robotAnimations, animCount); + UnloadShadowmapRenderTexture(shadowMap); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +RenderTexture2D LoadShadowmapRenderTexture(int width, int height) +{ + RenderTexture2D target = { 0 }; + + target.id = rlLoadFramebuffer(); // Load an empty framebuffer + target.texture.width = width; + target.texture.height = height; + + if (target.id > 0) + { + rlEnableFramebuffer(target.id); + + // Create depth texture + // We don't need a color texture for the shadowmap + target.depth.id = rlLoadTextureDepth(width, height, false); + target.depth.width = width; + target.depth.height = height; + target.depth.format = 19; //DEPTH_COMPONENT_24BIT? + target.depth.mipmaps = 1; + + // Attach depth texture to FBO + rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0); + + // Check if fbo is complete with attachments (valid) + if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id); + + rlDisableFramebuffer(); + } + else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created"); + + return target; +} + +// Unload shadowmap render texture from GPU memory (VRAM) +void UnloadShadowmapRenderTexture(RenderTexture2D target) +{ + if (target.id > 0) + { + // NOTE: Depth texture/renderbuffer is automatically + // queried and deleted before deleting framebuffer + rlUnloadFramebuffer(target.id); + } +} + +void DrawScene(Model cube, Model robot) +{ + DrawModelEx(cube, Vector3Zero(), (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, (Vector3) { 10.0f, 1.0f, 10.0f }, BLUE); + DrawModelEx(cube, (Vector3) { 1.5f, 1.0f, -1.5f }, (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, Vector3One(), WHITE); + DrawModelEx(robot, (Vector3) { 0.0f, 0.5f, 0.0f }, (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, (Vector3) { 1.0f, 1.0f, 1.0f }, RED); +} |