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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - shadowmap rendering
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								*
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								*   Example complexity rating: [★★★★] 4/4
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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 (@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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							 | 
							
								*   Copyright (c) 2023-2025 TheManTheMythTheGameDev (@TheManTheMythTheGameDev)
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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            100
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								#endif
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								#define SHADOWMAP_RESOLUTION 1024
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								static RenderTexture2D LoadShadowmapRenderTexture(int width, int height);
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								static void UnloadShadowmapRenderTexture(RenderTexture2D target);
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								static 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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								    // 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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								    SetConfigFlags(FLAG_MSAA_4X_HINT);
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							 | 
							
								    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap rendering");
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								    Camera3D camera = (Camera3D){ 0 };
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							 | 
							
								    camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
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							 | 
							
								    camera.target = Vector3Zero();
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							 | 
							
								    camera.projection = CAMERA_PERSPECTIVE;
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							 | 
							
								    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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							 | 
							
								    camera.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++) robot.materials[i].shader = shadowShader;
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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 lightCamera = { 0 };
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							 | 
							
								    lightCamera.position = Vector3Scale(lightDir, -15.0f);
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							 | 
							
								    lightCamera.target = Vector3Zero();
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							 | 
							
								    lightCamera.projection = CAMERA_ORTHOGRAPHIC; // Use an orthographic projection for directional lights
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							 | 
							
								    lightCamera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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								    lightCamera.fovy = 20.0f;
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								    int frameCounter = 0;
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								    // Store the light matrices
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								    Matrix lightView = { 0 };
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							 | 
							
								    Matrix lightProj = { 0 };
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							 | 
							
								    Matrix lightViewProj = { 0 };
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							 | 
							
								    int textureActiveSlot = 10; // Can be anything 0 to 15, but 0 will probably be taken up
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							 | 
							
								    SetTargetFPS(60);
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							 | 
							
								    //--------------------------------------------------------------------------------------
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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 deltaTime = GetFrameTime();
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							 | 
							
								
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							| 
								
							 | 
							
								        Vector3 cameraPos = camera.position;
							 | 
						
						
						
							| 
								
							 | 
							
								        SetShaderValue(shadowShader, shadowShader.locs[SHADER_LOC_VECTOR_VIEW], &cameraPos, SHADER_UNIFORM_VEC3);
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							| 
								
							 | 
							
								        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
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							 | 
							
								        const float cameraSpeed = 0.05f;
							 | 
						
						
						
							| 
								
							 | 
							
								        if (IsKeyDown(KEY_LEFT))
							 | 
						
						
						
							| 
								
							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            if (lightDir.x < 0.6f) lightDir.x += cameraSpeed*60.0f*deltaTime;
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								        }
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								        if (IsKeyDown(KEY_RIGHT))
							 | 
						
						
						
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							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            if (lightDir.x > -0.6f) lightDir.x -= cameraSpeed*60.0f*deltaTime;
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								        }
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							 | 
							
								        if (IsKeyDown(KEY_UP))
							 | 
						
						
						
							| 
								
							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            if (lightDir.z < 0.6f) lightDir.z += cameraSpeed*60.0f*deltaTime;
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							 | 
							
								        }
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								        if (IsKeyDown(KEY_DOWN))
							 | 
						
						
						
							| 
								
							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            if (lightDir.z > -0.6f) lightDir.z -= cameraSpeed*60.0f*deltaTime;
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							| 
								
							 | 
							
								        }
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							 | 
							
								        
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								        lightDir = Vector3Normalize(lightDir);
							 | 
						
						
						
							| 
								
							 | 
							
								        lightCamera.position = Vector3Scale(lightDir, -15.0f);
							 | 
						
						
						
							| 
								
							 | 
							
								        SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3);
							 | 
						
						
						
							| 
								
							 | 
							
								        //----------------------------------------------------------------------------------
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								        // 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();
							 | 
						
						
						
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							 | 
							
								            
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							| 
								
							 | 
							
								        EndTextureMode();
							 | 
						
						
						
							| 
								
							 | 
							
								        lightViewProj = MatrixMultiply(lightView, lightProj);
							 | 
						
						
						
							| 
								
							 | 
							
								
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							| 
								
							 | 
							
								        // PASS 02: Draw the scene into main framebuffer, using the generated shadowmap
							 | 
						
						
						
							| 
								
							 | 
							
								        BeginDrawing();
							 | 
						
						
						
							| 
								
							 | 
							
								            ClearBackground(RAYWHITE);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj);
							 | 
						
						
						
							| 
								
							 | 
							
								            rlEnableShader(shadowShader.id);
							 | 
						
						
						
							| 
								
							 | 
							
								            
							 | 
						
						
						
							| 
								
							 | 
							
								            rlActiveTextureSlot(textureActiveSlot);
							 | 
						
						
						
							| 
								
							 | 
							
								            rlEnableTexture(shadowMap.depth.id);
							 | 
						
						
						
							| 
								
							 | 
							
								            rlSetUniform(shadowMapLoc, &textureActiveSlot, SHADER_UNIFORM_INT, 1);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            BeginMode3D(camera);
							 | 
						
						
						
							| 
								
							 | 
							
								                DrawScene(cube, robot); // Draw the same exact things as we drew in the shadowmap!
							 | 
						
						
						
							| 
								
							 | 
							
								            EndMode3D();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            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");
							 | 
						
						
						
							| 
								
							 | 
							
								        //----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // De-Initialization
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShader(shadowShader);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadModel(cube);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadModel(robot);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadModelAnimations(robotAnimations, animCount);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShadowmapRenderTexture(shadowMap);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    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);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // 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)
							 | 
						
						
						
							| 
								
							 | 
							
								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);
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 |