|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shaders] example - Shadowmap | 
						
						
							|  | * | 
						
						
							|  | *   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            120 | 
						
						
							|  | #endif | 
						
						
							|  |  | 
						
						
							|  | #define SHADOWMAP_RESOLUTION 1024 | 
						
						
							|  |  | 
						
						
							|  | RenderTexture2D LoadShadowmapRenderTexture(int width, int height); | 
						
						
							|  | void UnloadShadowmapRenderTexture(RenderTexture2D target); | 
						
						
							|  | void DrawScene(Model cube, Model robot); | 
						
						
							|  | 
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							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Program main entry point | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
							|  | 
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							|  |     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"); | 
						
						
							|  | 
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							|  |     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; | 
						
						
							|  | 
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							|  |     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); | 
						
						
							|  | 
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							|  |     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; | 
						
						
							|  | 
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							|  |     SetTargetFPS(60); | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     int fc = 0; | 
						
						
							|  | 
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							|  |     // Main game loop | 
						
						
							|  |     while (!WindowShouldClose())    // Detect window close button or ESC key | 
						
						
							|  |     { | 
						
						
							|  |         // Update | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         float dt = GetFrameTime(); | 
						
						
							|  | 
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							|  |         Vector3 cameraPos = cam.position; | 
						
						
							|  |         SetShaderValue(shadowShader, shadowShader.locs[SHADER_LOC_VECTOR_VIEW], &cameraPos, SHADER_UNIFORM_VEC3); | 
						
						
							|  |         UpdateCamera(&cam, CAMERA_ORBITAL); | 
						
						
							|  | 
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							|  |         fc++; | 
						
						
							|  |         fc %= (robotAnimations[0].frameCount); | 
						
						
							|  |         UpdateModelAnimation(robot, robotAnimations[0], fc); | 
						
						
							|  | 
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							|  |         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); | 
						
						
							|  | 
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							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
							|  | 
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							|  |         // 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); | 
						
						
							|  | 
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							|  |         ClearBackground(RAYWHITE); | 
						
						
							|  | 
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							|  |         SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj); | 
						
						
							|  | 
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							|  |         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); | 
						
						
							|  | 
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							|  |         BeginMode3D(cam); | 
						
						
							|  | 
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							|  |             // Draw the same exact things as we drew in the shadowmap! | 
						
						
							|  |             DrawScene(cube, robot); | 
						
						
							|  |          | 
						
						
							|  |         EndMode3D(); | 
						
						
							|  | 
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							|  |         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); | 
						
						
							|  | 
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							|  |         EndDrawing(); | 
						
						
							|  | 
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							|  |         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; | 
						
						
							|  | } | 
						
						
							|  | 
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							|  | 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); | 
						
						
							|  | 
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							|  |         // 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; | 
						
						
							|  | 
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							|  |         // 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) | 
						
						
							|  | void UnloadShadowmapRenderTexture(RenderTexture2D target) | 
						
						
							|  | { | 
						
						
							|  |     if (target.id > 0) | 
						
						
							|  |     { | 
						
						
							|  |         // NOTE: Depth texture/renderbuffer is automatically | 
						
						
							|  |         // queried and deleted before deleting framebuffer | 
						
						
							|  |         rlUnloadFramebuffer(target.id); | 
						
						
							|  |     } | 
						
						
							|  | } | 
						
						
							|  | 
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							|  | 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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