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Update shaders_deferred_render.c

pull/3497/head
Ray 1 year ago
parent
commit
aca854ccbf
1 changed files with 65 additions and 52 deletions
  1. +65
    -52
      examples/shaders/shaders_deferred_render.c

+ 65
- 52
examples/shaders/shaders_deferred_render.c View File

@ -2,7 +2,7 @@
*
* raylib [shaders] example - deferred rendering
*
* NOTE: This example requires raylib OpenGL 3.3 or ES 3 versions.
* 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
*
@ -15,12 +15,9 @@
*
********************************************************************************************/
#include <stdlib.h>
#include <GLES3/gl3.h>
#include "raylib.h"
#include "rlgl.h"
#include "rlgl.h"
#include "raymath.h"
#define RLIGHTS_IMPLEMENTATION
@ -32,7 +29,9 @@
#define GLSL_VERSION 100
#endif
typedef struct {
#include <stdlib.h> // Required for: NULL
typedef struct GBuffer {
unsigned int framebuffer;
unsigned int positionTexture;
@ -42,7 +41,18 @@ typedef struct {
unsigned int depthRenderbuffer;
} GBuffer;
int main(void) {
typedef enum {
DEFERRED_POSITION,
DEFERRED_NORMAL,
DEFERRED_ALBEDO,
DEFERRED_SHADING
} DeferredMode;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
// -------------------------------------------------------------------------------------
const int screenWidth = 800;
@ -73,11 +83,12 @@ int main(void) {
GBuffer gBuffer = { 0 };
gBuffer.framebuffer = rlLoadFramebuffer(screenWidth, screenHeight);
if(!gBuffer.framebuffer)
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,
@ -104,7 +115,7 @@ int main(void) {
// Make sure our framebuffer is complete.
// NOTE: rlFramebufferComplete() automatically unbinds the framebuffer, so we don't have
// to rlDisableFramebuffer() here.
if(rlFramebufferComplete(gBuffer.framebuffer) != true)
if (!rlFramebufferComplete(gBuffer.framebuffer))
{
TraceLog(LOG_WARNING, "Framebuffer is not complete");
exit(1);
@ -137,22 +148,18 @@ int main(void) {
const float CUBE_SCALE = 0.25;
Vector3 cubePositions[MAX_CUBES];
float cubeRotations[MAX_CUBES];
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,
cubePositions[i] = (Vector3){
.x = (float)(rand()%10) - 5,
.y = (float)(rand()%5),
.z = (float)(rand()%10) - 5,
};
cubeRotations[i] = (float)(rand() % 360);
cubeRotations[i] = (float)(rand()%360);
}
enum {
POSITION,
NORMAL,
ALBEDO,
DEFERRED_SHADING
} activeTexture = DEFERRED_SHADING;
DeferredMode mode = DEFERRED_SHADING;
rlEnableDepthTest();
@ -177,12 +184,11 @@ int main(void) {
if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
// Check key inputs to switch between G-buffer textures
if(IsKeyPressed(KEY_ONE)) activeTexture = POSITION;
if(IsKeyPressed(KEY_TWO)) activeTexture = NORMAL;
if(IsKeyPressed(KEY_THREE)) activeTexture = ALBEDO;
if(IsKeyPressed(KEY_FOUR)) activeTexture = DEFERRED_SHADING;
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]);
//----------------------------------------------------------------------------------
@ -190,14 +196,16 @@ int main(void) {
// Draw
// ---------------------------------------------------------------------------------
BeginDrawing();
// Draw to the geometry buffer by first activating it.
ClearBackground(RAYWHITE);
// Draw to the geometry buffer by first activating it
rlEnableFramebuffer(gBuffer.framebuffer);
rlClearScreenBuffers(); // Clear color & depth buffer
rlClearScreenBuffers(); // Clear color n">and depth buffer
rlDisableColorBlend();
BeginMode3D(camera);
// NOTE:
// We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
// 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
@ -205,10 +213,9 @@ int main(void) {
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++)
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);
}
@ -220,9 +227,10 @@ int main(void) {
rlDisableFramebuffer();
rlClearScreenBuffers(); // Clear color & depth buffer
switch(activeTexture)
switch (mode)
{
case DEFERRED_SHADING:
{
BeginMode3D(camera);
rlDisableColorBlend();
rlEnableShader(deferredShader.id);
@ -243,11 +251,10 @@ int main(void) {
rlEnableColorBlend();
EndMode3D();
// As a last step, we now copy over the depth buffer from our g-buffer to the
// default framebuffer.
glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.framebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
// As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer.
rlEnableFramebuffer(gBuffer.framebuffer); //glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.framebuffer);
rlEnableFramebuffer(0); //glBindFramebuffer(GL_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
@ -256,44 +263,50 @@ int main(void) {
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);
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 POSITION:
DrawTextureRec((Texture2D) {
} break;
case DEFERRED_POSITION:
{
DrawTextureRec((Texture2D){
.id = gBuffer.positionTexture,
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
break;
case NORMAL:
DrawTextureRec((Texture2D) {
} break;
case DEFERRED_NORMAL:
{
DrawTextureRec((Texture2D){
.id = gBuffer.normalTexture,
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
break;
} break;
case ALBEDO:
DrawTextureRec((Texture2D) {
case DEFERRED_ALBEDO:
{
DrawTextureRec((Texture2D){
.id = gBuffer.albedoSpecTexture,
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
break;
} break;
}
DrawFPS(10, 10);
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);
DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, DARKGRAY);
DrawText("Use keys [1]-[4] to switch between G-buffer textures", 10, 70, 20, DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
// -----------------------------------------------------------------------------
}

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