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/******************************************************************************************* |
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* |
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* raylib [shaders] example - Shadowmap |
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* |
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* Example originally created with raylib 5.0, last time updated with raylib 5.0 |
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* |
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* Example contributed by @TheManTheMythTheGameDev and reviewed by Ramon Santamaria (@raysan5) |
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* |
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, |
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* BSD-like license that allows static linking with closed source software |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include "raymath.h" |
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#include "rlgl.h" |
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#if defined(PLATFORM_DESKTOP) |
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#define GLSL_VERSION 330 |
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#else // PLATFORM_ANDROID, PLATFORM_WEB |
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#define GLSL_VERSION 120 |
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#endif |
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#define SHADOWMAP_RESOLUTION 1024 |
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RenderTexture2D LoadShadowmapRenderTexture(int width, int height); |
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void UnloadShadowmapRenderTexture(RenderTexture2D target); |
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void DrawScene(Model cube, Model robot); |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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//------------------------------------------------------------------------------------ |
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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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SetConfigFlags(FLAG_MSAA_4X_HINT); |
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// Shadows are a HUGE topic, and this example shows an extremely simple implementation of the shadowmapping algorithm, |
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// which is the industry standard for shadows. This algorithm can be extended in a ridiculous number of ways to improve |
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// realism and also adapt it for different scenes. This is pretty much the simplest possible implementation. |
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap"); |
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Camera3D cam = (Camera3D){ 0 }; |
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cam.position = (Vector3){ 10.0f, 10.0f, 10.0f }; |
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cam.target = Vector3Zero(); |
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cam.projection = CAMERA_PERSPECTIVE; |
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cam.up = (Vector3){ 0.0f, 1.0f, 0.0f }; |
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cam.fovy = 45.0f; |
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Shader shadowShader = LoadShader(TextFormat("resources/shaders/glsl%i/shadowmap.vs", GLSL_VERSION), |
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TextFormat("resources/shaders/glsl%i/shadowmap.fs", GLSL_VERSION)); |
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shadowShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shadowShader, "viewPos"); |
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Vector3 lightDir = Vector3Normalize((Vector3){ 0.35f, -1.0f, -0.35f }); |
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Color lightColor = WHITE; |
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Vector4 lightColorNormalized = ColorNormalize(lightColor); |
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int lightDirLoc = GetShaderLocation(shadowShader, "lightDir"); |
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int lightColLoc = GetShaderLocation(shadowShader, "lightColor"); |
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SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3); |
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SetShaderValue(shadowShader, lightColLoc, &lightColorNormalized, SHADER_UNIFORM_VEC4); |
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int ambientLoc = GetShaderLocation(shadowShader, "ambient"); |
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float ambient[4] = {0.1f, 0.1f, 0.1f, 1.0f}; |
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SetShaderValue(shadowShader, ambientLoc, ambient, SHADER_UNIFORM_VEC4); |
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int lightVPLoc = GetShaderLocation(shadowShader, "lightVP"); |
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int shadowMapLoc = GetShaderLocation(shadowShader, "shadowMap"); |
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int shadowMapResolution = SHADOWMAP_RESOLUTION; |
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SetShaderValue(shadowShader, GetShaderLocation(shadowShader, "shadowMapResolution"), &shadowMapResolution, SHADER_UNIFORM_INT); |
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Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f)); |
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cube.materials[0].shader = shadowShader; |
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Model robot = LoadModel("resources/models/robot.glb"); |
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for (int i = 0; i < robot.materialCount; i++) |
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{ |
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robot.materials[i].shader = shadowShader; |
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} |
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int animCount = 0; |
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ModelAnimation* robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount); |
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RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION); |
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// For the shadowmapping algorithm, we will be rendering everything from the light's point of view |
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Camera3D lightCam = (Camera3D){ 0 }; |
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lightCam.position = Vector3Scale(lightDir, -15.0f); |
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lightCam.target = Vector3Zero(); |
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// Use an orthographic projection for directional lights |
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lightCam.projection = CAMERA_ORTHOGRAPHIC; |
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lightCam.up = (Vector3){ 0.0f, 1.0f, 0.0f }; |
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lightCam.fovy = 20.0f; |
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SetTargetFPS(60); |
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//-------------------------------------------------------------------------------------- |
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int fc = 0; |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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float dt = GetFrameTime(); |
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Vector3 cameraPos = cam.position; |
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SetShaderValue(shadowShader, shadowShader.locs[SHADER_LOC_VECTOR_VIEW], &cameraPos, SHADER_UNIFORM_VEC3); |
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UpdateCamera(&cam, CAMERA_ORBITAL); |
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fc++; |
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fc %= (robotAnimations[0].frameCount); |
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UpdateModelAnimation(robot, robotAnimations[0], fc); |
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const float cameraSpeed = 0.05f; |
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if (IsKeyDown(KEY_LEFT)) |
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{ |
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if (lightDir.x < 0.6f) |
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lightDir.x += cameraSpeed * 60.0f * dt; |
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} |
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if (IsKeyDown(KEY_RIGHT)) |
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{ |
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if (lightDir.x > -0.6f) |
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lightDir.x -= cameraSpeed * 60.0f * dt; |
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} |
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if (IsKeyDown(KEY_UP)) |
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{ |
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if (lightDir.z < 0.6f) |
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lightDir.z += cameraSpeed * 60.0f * dt; |
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} |
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if (IsKeyDown(KEY_DOWN)) |
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{ |
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if (lightDir.z > -0.6f) |
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lightDir.z -= cameraSpeed * 60.0f * dt; |
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} |
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lightDir = Vector3Normalize(lightDir); |
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lightCam.position = Vector3Scale(lightDir, -15.0f); |
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SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3); |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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// First, render all objects into the shadowmap |
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// The idea is, we record all the objects' depths (as rendered from the light source's point of view) in a buffer |
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// Anything that is "visible" to the light is in light, anything that isn't is in shadow |
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// We can later use the depth buffer when rendering everything from the player's point of view |
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// to determine whether a given point is "visible" to the light |
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// Record the light matrices for future use! |
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Matrix lightView; |
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Matrix lightProj; |
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BeginTextureMode(shadowMap); |
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ClearBackground(WHITE); |
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BeginMode3D(lightCam); |
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lightView = rlGetMatrixModelview(); |
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lightProj = rlGetMatrixProjection(); |
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DrawScene(cube, robot); |
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EndMode3D(); |
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EndTextureMode(); |
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Matrix lightViewProj = MatrixMultiply(lightView, lightProj); |
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ClearBackground(RAYWHITE); |
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SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj); |
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rlEnableShader(shadowShader.id); |
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int slot = 10; // Can be anything 0 to 15, but 0 will probably be taken up |
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rlActiveTextureSlot(10); |
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rlEnableTexture(shadowMap.depth.id); |
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rlSetUniform(shadowMapLoc, &slot, SHADER_UNIFORM_INT, 1); |
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BeginMode3D(cam); |
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// Draw the same exact things as we drew in the shadowmap! |
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DrawScene(cube, robot); |
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EndMode3D(); |
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DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 320, screenHeight - 20, 10, GRAY); |
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DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED); |
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EndDrawing(); |
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if (IsKeyPressed(KEY_F)) |
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{ |
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TakeScreenshot("shaders_shadowmap.png"); |
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} |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadShader(shadowShader); |
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UnloadModel(cube); |
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UnloadModel(robot); |
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UnloadModelAnimations(robotAnimations, animCount); |
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UnloadShadowmapRenderTexture(shadowMap); |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |
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RenderTexture2D LoadShadowmapRenderTexture(int width, int height) |
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{ |
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RenderTexture2D target = { 0 }; |
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target.id = rlLoadFramebuffer(width, height); // Load an empty framebuffer |
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target.texture.width = width; |
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target.texture.height = height; |
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if (target.id > 0) |
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{ |
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rlEnableFramebuffer(target.id); |
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// Create depth texture |
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// We don't need a color texture for the shadowmap |
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target.depth.id = rlLoadTextureDepth(width, height, false); |
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target.depth.width = width; |
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target.depth.height = height; |
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target.depth.format = 19; //DEPTH_COMPONENT_24BIT? |
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target.depth.mipmaps = 1; |
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// Attach depth texture to FBO |
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rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0); |
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// Check if fbo is complete with attachments (valid) |
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if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id); |
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rlDisableFramebuffer(); |
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} |
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else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created"); |
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return target; |
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} |
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// Unload shadowmap render texture from GPU memory (VRAM) |
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void UnloadShadowmapRenderTexture(RenderTexture2D target) |
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{ |
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if (target.id > 0) |
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{ |
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// NOTE: Depth texture/renderbuffer is automatically |
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// queried and deleted before deleting framebuffer |
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rlUnloadFramebuffer(target.id); |
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} |
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} |
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void DrawScene(Model cube, Model robot) |
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{ |
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DrawModelEx(cube, Vector3Zero(), (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, (Vector3) { 10.0f, 1.0f, 10.0f }, BLUE); |
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DrawModelEx(cube, (Vector3) { 1.5f, 1.0f, -1.5f }, (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, Vector3One(), WHITE); |
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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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} |