- /*******************************************************************************************
- *
- * 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;
- }
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