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