|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shaders] example - shadowmap rendering | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★★★★] 4/4 | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 5.0, last time updated with raylib 5.0 | 
						
						
							|  | * | 
						
						
							|  | *   Example contributed by TheManTheMythTheGameDev (@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 | 
						
						
							|  | * | 
						
						
							|  | *   Copyright (c) 2023-2025 TheManTheMythTheGameDev (@TheManTheMythTheGameDev) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #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            100 | 
						
						
							|  | #endif | 
						
						
							|  |  | 
						
						
							|  | #define SHADOWMAP_RESOLUTION 1024 | 
						
						
							|  |  | 
						
						
							|  | static RenderTexture2D LoadShadowmapRenderTexture(int width, int height); | 
						
						
							|  | static void UnloadShadowmapRenderTexture(RenderTexture2D target); | 
						
						
							|  | static void DrawScene(Model cube, Model robot); | 
						
						
							|  | 
 | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Program main entry point | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
							|  | 
 | 
						
						
							|  |     // 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 | 
						
						
							|  |      | 
						
						
							|  |     SetConfigFlags(FLAG_MSAA_4X_HINT); | 
						
						
							|  |     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap rendering"); | 
						
						
							|  | 
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							|  |     Camera3D camera = (Camera3D){ 0 }; | 
						
						
							|  |     camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; | 
						
						
							|  |     camera.target = Vector3Zero(); | 
						
						
							|  |     camera.projection = CAMERA_PERSPECTIVE; | 
						
						
							|  |     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; | 
						
						
							|  |     camera.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); | 
						
						
							|  | 
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							|  |     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 lightCamera = { 0 }; | 
						
						
							|  |     lightCamera.position = Vector3Scale(lightDir, -15.0f); | 
						
						
							|  |     lightCamera.target = Vector3Zero(); | 
						
						
							|  |     lightCamera.projection = CAMERA_ORTHOGRAPHIC; // Use an orthographic projection for directional lights | 
						
						
							|  |     lightCamera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; | 
						
						
							|  |     lightCamera.fovy = 20.0f; | 
						
						
							|  |      | 
						
						
							|  |     int frameCounter = 0; | 
						
						
							|  |      | 
						
						
							|  |     // Store the light matrices | 
						
						
							|  |     Matrix lightView = { 0 }; | 
						
						
							|  |     Matrix lightProj = { 0 }; | 
						
						
							|  |     Matrix lightViewProj = { 0 }; | 
						
						
							|  |     int textureActiveSlot = 10; // Can be anything 0 to 15, but 0 will probably be taken up | 
						
						
							|  |  | 
						
						
							|  |     SetTargetFPS(60); | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     // Main game loop | 
						
						
							|  |     while (!WindowShouldClose())    // Detect window close button or ESC key | 
						
						
							|  |     { | 
						
						
							|  |         // Update | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         float deltaTime = GetFrameTime(); | 
						
						
							|  | 
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							|  |         Vector3 cameraPos = camera.position; | 
						
						
							|  |         SetShaderValue(shadowShader, shadowShader.locs[SHADER_LOC_VECTOR_VIEW], &cameraPos, SHADER_UNIFORM_VEC3); | 
						
						
							|  |         UpdateCamera(&camera, CAMERA_ORBITAL); | 
						
						
							|  | 
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							|  |         frameCounter++; | 
						
						
							|  |         frameCounter %= (robotAnimations[0].frameCount); | 
						
						
							|  |         UpdateModelAnimation(robot, robotAnimations[0], frameCounter); | 
						
						
							|  | 
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							|  |         // Move light with arrow keys | 
						
						
							|  |         const float cameraSpeed = 0.05f; | 
						
						
							|  |         if (IsKeyDown(KEY_LEFT)) | 
						
						
							|  |         { | 
						
						
							|  |             if (lightDir.x < 0.6f) lightDir.x += cameraSpeed*60.0f*deltaTime; | 
						
						
							|  |         } | 
						
						
							|  |         if (IsKeyDown(KEY_RIGHT)) | 
						
						
							|  |         { | 
						
						
							|  |             if (lightDir.x > -0.6f) lightDir.x -= cameraSpeed*60.0f*deltaTime; | 
						
						
							|  |         } | 
						
						
							|  |         if (IsKeyDown(KEY_UP)) | 
						
						
							|  |         { | 
						
						
							|  |             if (lightDir.z < 0.6f) lightDir.z += cameraSpeed*60.0f*deltaTime; | 
						
						
							|  |         } | 
						
						
							|  |         if (IsKeyDown(KEY_DOWN)) | 
						
						
							|  |         { | 
						
						
							|  |             if (lightDir.z > -0.6f) lightDir.z -= cameraSpeed*60.0f*deltaTime; | 
						
						
							|  |         } | 
						
						
							|  |          | 
						
						
							|  |         lightDir = Vector3Normalize(lightDir); | 
						
						
							|  |         lightCamera.position = Vector3Scale(lightDir, -15.0f); | 
						
						
							|  |         SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         // PASS 01: Render all objects into the shadowmap render texture | 
						
						
							|  |         // 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 | 
						
						
							|  |         BeginTextureMode(shadowMap); | 
						
						
							|  |             ClearBackground(WHITE); | 
						
						
							|  |              | 
						
						
							|  |             BeginMode3D(lightCamera); | 
						
						
							|  |                 lightView = rlGetMatrixModelview(); | 
						
						
							|  |                 lightProj = rlGetMatrixProjection(); | 
						
						
							|  |                 DrawScene(cube, robot); | 
						
						
							|  |             EndMode3D(); | 
						
						
							|  |              | 
						
						
							|  |         EndTextureMode(); | 
						
						
							|  |         lightViewProj = MatrixMultiply(lightView, lightProj); | 
						
						
							|  | 
 | 
						
						
							|  |         // PASS 02: Draw the scene into main framebuffer, using the generated shadowmap | 
						
						
							|  |         BeginDrawing(); | 
						
						
							|  |             ClearBackground(RAYWHITE); | 
						
						
							|  | 
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							|  |             SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj); | 
						
						
							|  |             rlEnableShader(shadowShader.id); | 
						
						
							|  |              | 
						
						
							|  |             rlActiveTextureSlot(textureActiveSlot); | 
						
						
							|  |             rlEnableTexture(shadowMap.depth.id); | 
						
						
							|  |             rlSetUniform(shadowMapLoc, &textureActiveSlot, SHADER_UNIFORM_INT, 1); | 
						
						
							|  | 
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							|  |             BeginMode3D(camera); | 
						
						
							|  |                 DrawScene(cube, robot); // Draw the same exact things as we drew in the shadowmap! | 
						
						
							|  |             EndMode3D(); | 
						
						
							|  | 
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							|  |             DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED); | 
						
						
							|  |             DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 280, screenHeight - 20, 10, GRAY); | 
						
						
							|  |              | 
						
						
							|  |         EndDrawing(); | 
						
						
							|  | 
 | 
						
						
							|  |         if (IsKeyPressed(KEY_F)) TakeScreenshot("shaders_shadowmap.png"); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadShader(shadowShader); | 
						
						
							|  |     UnloadModel(cube); | 
						
						
							|  |     UnloadModel(robot); | 
						
						
							|  |     UnloadModelAnimations(robotAnimations, animCount); | 
						
						
							|  |     UnloadShadowmapRenderTexture(shadowMap); | 
						
						
							|  | 
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							|  |     CloseWindow();        // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } | 
						
						
							|  | 
 | 
						
						
							|  | // Load render texture for shadowmap projection | 
						
						
							|  | // NOTE: Load framebuffer with only a texture depth attachment,  | 
						
						
							|  | // no color attachment required for shadowmap | 
						
						
							|  | static 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 | 
						
						
							|  |         // NOTE: No need a color texture attachment 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); | 
						
						
							|  | 
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							|  |         // Check if fbo is complete with attachments (valid) | 
						
						
							|  |         if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id); | 
						
						
							|  | 
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							|  |         rlDisableFramebuffer(); | 
						
						
							|  |     } | 
						
						
							|  |     else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created"); | 
						
						
							|  | 
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							|  |     return target; | 
						
						
							|  | } | 
						
						
							|  | 
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							|  | // Unload shadowmap render texture from GPU memory (VRAM) | 
						
						
							|  | static void UnloadShadowmapRenderTexture(RenderTexture2D target) | 
						
						
							|  | { | 
						
						
							|  |     if (target.id > 0) | 
						
						
							|  |     { | 
						
						
							|  |         // NOTE: Depth texture/renderbuffer is automatically | 
						
						
							|  |         // queried and deleted before deleting framebuffer | 
						
						
							|  |         rlUnloadFramebuffer(target.id); | 
						
						
							|  |     } | 
						
						
							|  | } | 
						
						
							|  | 
 | 
						
						
							|  | // Draw full scene projecting shadows | 
						
						
							|  | // NOTE: Required  to be called several time to generate shadowmap | 
						
						
							|  | static 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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