| 
								
							 | 
							
								/*******************************************************************************************
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   raylib [shaders] example - deferred rendering
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Example complexity rating: [★★★★] 4/4
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							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   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
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Example contributed by Justin Andreas Lacoste (@27justin) and reviewed by Ramon Santamaria (@raysan5)
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							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
							 | 
						
						
						
							| 
								
							 | 
							
								*   BSD-like license that allows static linking with closed source software
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							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Copyright (c) 2023-2025 Justin Andreas Lacoste (@27justin)
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							 | 
							
								*
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							| 
								
							 | 
							
								********************************************************************************************/
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							 | 
							
								#include "raylib.h"
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#include "rlgl.h"
							 | 
						
						
						
							| 
								
							 | 
							
								#include "raymath.h"
							 | 
						
						
						
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							| 
								
							 | 
							
								#define RLIGHTS_IMPLEMENTATION
							 | 
						
						
						
							| 
								
							 | 
							
								#include "rlights.h"
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#if defined(PLATFORM_DESKTOP)
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GLSL_VERSION            330
							 | 
						
						
						
							| 
								
							 | 
							
								#else   // PLATFORM_ANDROID, PLATFORM_WEB
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GLSL_VERSION            100
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
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							 | 
						
						
						
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							 | 
							
								#include <stdlib.h>         // Required for: NULL
							 | 
						
						
						
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							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#define MAX_CUBES   30
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// GBuffer data
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct GBuffer {
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int framebuffer;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int positionTexture;
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int normalTexture;
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int albedoSpecTexture;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int depthRenderbuffer;
							 | 
						
						
						
							| 
								
							 | 
							
								} GBuffer;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Deferred mode passes
							 | 
						
						
						
							| 
								
							 | 
							
								typedef enum {
							 | 
						
						
						
							| 
								
							 | 
							
								   DEFERRED_POSITION,
							 | 
						
						
						
							| 
								
							 | 
							
								   DEFERRED_NORMAL,
							 | 
						
						
						
							| 
								
							 | 
							
								   DEFERRED_ALBEDO,
							 | 
						
						
						
							| 
								
							 | 
							
								   DEFERRED_SHADING
							 | 
						
						
						
							| 
								
							 | 
							
								} DeferredMode;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Program main entry point
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								int main(void)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    // Initialization
							 | 
						
						
						
							| 
								
							 | 
							
								    // -------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    const int screenWidth = 800;
							 | 
						
						
						
							| 
								
							 | 
							
								    const int screenHeight = 450;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred render");
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    Camera camera = { 0 };
							 | 
						
						
						
							| 
								
							 | 
							
								    camera.position = (Vector3){ 5.0f, 4.0f, 5.0f };    // Camera position
							 | 
						
						
						
							| 
								
							 | 
							
								    camera.target = (Vector3){ 0.0f, 1.0f, 0.0f };      // Camera looking at point
							 | 
						
						
						
							| 
								
							 | 
							
								    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
							 | 
						
						
						
							| 
								
							 | 
							
								    camera.fovy = 60.0f;                                // Camera field-of-view Y
							 | 
						
						
						
							| 
								
							 | 
							
								    camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Load plane model from a generated mesh
							 | 
						
						
						
							| 
								
							 | 
							
								    Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
							 | 
						
						
						
							| 
								
							 | 
							
								    Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Load geometry buffer (G-buffer) shader and deferred shader
							 | 
						
						
						
							| 
								
							 | 
							
								    Shader gbufferShader = LoadShader(TextFormat("resources/shaders/glsl%i/gbuffer.vs", GLSL_VERSION),
							 | 
						
						
						
							| 
								
							 | 
							
								                               TextFormat("resources/shaders/glsl%i/gbuffer.fs", GLSL_VERSION));
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    Shader deferredShader = LoadShader(TextFormat("resources/shaders/glsl%i/deferred_shading.vs", GLSL_VERSION),
							 | 
						
						
						
							| 
								
							 | 
							
								                               TextFormat("resources/shaders/glsl%i/deferred_shading.fs", GLSL_VERSION));
							 | 
						
						
						
							| 
								
							 | 
							
								    deferredShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(deferredShader, "viewPosition");
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Initialize the G-buffer
							 | 
						
						
						
							| 
								
							 | 
							
								    GBuffer gBuffer = { 0 };
							 | 
						
						
						
							| 
								
							 | 
							
								    gBuffer.framebuffer = rlLoadFramebuffer();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    if (!gBuffer.framebuffer)
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        TraceLog(LOG_WARNING, "Failed to create framebuffer");
							 | 
						
						
						
							| 
								
							 | 
							
								        exit(1);
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    rlEnableFramebuffer(gBuffer.framebuffer);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // NOTE: Vertex positions are stored in a texture for simplicity. A better approach would use a depth texture
							 | 
						
						
						
							| 
								
							 | 
							
								    // (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
							 | 
						
						
						
							| 
								
							 | 
							
								    // depth, and the inverse view/projection matrices.
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios.
							 | 
						
						
						
							| 
								
							 | 
							
								    // But as mentioned above, the positions could be reconstructed instead of stored. If not targeting OpenGL ES
							 | 
						
						
						
							| 
								
							 | 
							
								    // and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`.
							 | 
						
						
						
							| 
								
							 | 
							
								    gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Similarly, 16-bit precision is used for normals ensures OpenGL ES 3 compatibility.
							 | 
						
						
						
							| 
								
							 | 
							
								    // This is generally sufficient, but a 16-bit fixed-point format offer a better uniform precision in all orientations.
							 | 
						
						
						
							| 
								
							 | 
							
								    gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Albedo (diffuse color) and specular strength can be combined into one texture.
							 | 
						
						
						
							| 
								
							 | 
							
								    // The color in RGB, and the specular strength in the alpha channel.
							 | 
						
						
						
							| 
								
							 | 
							
								    gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Activate the draw buffers for our framebuffer
							 | 
						
						
						
							| 
								
							 | 
							
								    rlActiveDrawBuffers(3);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Now we attach our textures to the framebuffer.
							 | 
						
						
						
							| 
								
							 | 
							
								    rlFramebufferAttach(gBuffer.framebuffer, gBuffer.positionTexture, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlFramebufferAttach(gBuffer.framebuffer, gBuffer.normalTexture, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlFramebufferAttach(gBuffer.framebuffer, gBuffer.albedoSpecTexture, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Finally we attach the depth buffer.
							 | 
						
						
						
							| 
								
							 | 
							
								    gBuffer.depthRenderbuffer = rlLoadTextureDepth(screenWidth, screenHeight, true);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlFramebufferAttach(gBuffer.framebuffer, gBuffer.depthRenderbuffer, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Make sure our framebuffer is complete.
							 | 
						
						
						
							| 
								
							 | 
							
								    // NOTE: rlFramebufferComplete() automatically unbinds the framebuffer, so we don't have
							 | 
						
						
						
							| 
								
							 | 
							
								    // to rlDisableFramebuffer() here.
							 | 
						
						
						
							| 
								
							 | 
							
								    if (!rlFramebufferComplete(gBuffer.framebuffer))
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        TraceLog(LOG_WARNING, "Framebuffer is not complete");
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Now we initialize the sampler2D uniform's in the deferred shader.
							 | 
						
						
						
							| 
								
							 | 
							
								    // We do this by setting the uniform's values to the texture units that
							 | 
						
						
						
							| 
								
							 | 
							
								    // we later bind our g-buffer textures to.
							 | 
						
						
						
							| 
								
							 | 
							
								    rlEnableShader(deferredShader.id);
							 | 
						
						
						
							| 
								
							 | 
							
								        int texUnitPosition = 0;
							 | 
						
						
						
							| 
								
							 | 
							
								        int texUnitNormal = 1;
							 | 
						
						
						
							| 
								
							 | 
							
								        int texUnitAlbedoSpec = 2;
							 | 
						
						
						
							| 
								
							 | 
							
								        SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gPosition"), &texUnitPosition, RL_SHADER_UNIFORM_SAMPLER2D);
							 | 
						
						
						
							| 
								
							 | 
							
								        SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gNormal"), &texUnitNormal, RL_SHADER_UNIFORM_SAMPLER2D);
							 | 
						
						
						
							| 
								
							 | 
							
								        SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gAlbedoSpec"), &texUnitAlbedoSpec, RL_SHADER_UNIFORM_SAMPLER2D);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlDisableShader();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Assign out lighting shader to model
							 | 
						
						
						
							| 
								
							 | 
							
								    model.materials[0].shader = gbufferShader;
							 | 
						
						
						
							| 
								
							 | 
							
								    cube.materials[0].shader = gbufferShader;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Create lights
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    Light lights[MAX_LIGHTS] = { 0 };
							 | 
						
						
						
							| 
								
							 | 
							
								    lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, deferredShader);
							 | 
						
						
						
							| 
								
							 | 
							
								    lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, deferredShader);
							 | 
						
						
						
							| 
								
							 | 
							
								    lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, deferredShader);
							 | 
						
						
						
							| 
								
							 | 
							
								    lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, deferredShader);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    const float CUBE_SCALE = 0.25;
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector3 cubePositions[MAX_CUBES] = { 0 };
							 | 
						
						
						
							| 
								
							 | 
							
								    float cubeRotations[MAX_CUBES] = { 0 };
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    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,
							 | 
						
						
						
							| 
								
							 | 
							
								        };
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        cubeRotations[i] = (float)(rand()%360);
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    DeferredMode mode = DEFERRED_SHADING;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    rlEnableDepthTest();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
							 | 
						
						
						
							| 
								
							 | 
							
								    //---------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Main game loop
							 | 
						
						
						
							| 
								
							 | 
							
								    while (!WindowShouldClose())
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        // Update
							 | 
						
						
						
							| 
								
							 | 
							
								        //----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								        UpdateCamera(&camera, CAMERA_ORBITAL);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
							 | 
						
						
						
							| 
								
							 | 
							
								        float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
							 | 
						
						
						
							| 
								
							 | 
							
								        SetShaderValue(deferredShader, deferredShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Check key inputs to enable/disable lights
							 | 
						
						
						
							| 
								
							 | 
							
								        if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
							 | 
						
						
						
							| 
								
							 | 
							
								        if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
							 | 
						
						
						
							| 
								
							 | 
							
								        if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
							 | 
						
						
						
							| 
								
							 | 
							
								        if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Check key inputs to switch between G-buffer textures
							 | 
						
						
						
							| 
								
							 | 
							
								        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]);
							 | 
						
						
						
							| 
								
							 | 
							
								        //----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Draw
							 | 
						
						
						
							| 
								
							 | 
							
								        // ---------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								        BeginDrawing();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Draw to the geometry buffer by first activating it
							 | 
						
						
						
							| 
								
							 | 
							
								            rlEnableFramebuffer(gBuffer.framebuffer);
							 | 
						
						
						
							| 
								
							 | 
							
								            rlClearColor(0, 0, 0, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								            rlClearScreenBuffers();  // Clear color and depth buffer
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            rlDisableColorBlend();
							 | 
						
						
						
							| 
								
							 | 
							
								            BeginMode3D(camera);
							 | 
						
						
						
							| 
								
							 | 
							
								                // 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
							 | 
						
						
						
							| 
								
							 | 
							
								                    // are set to the gbuffer shader!
							 | 
						
						
						
							| 
								
							 | 
							
								                    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++)
							 | 
						
						
						
							| 
								
							 | 
							
								                    {
							 | 
						
						
						
							| 
								
							 | 
							
								                        Vector3 position = cubePositions[i];
							 | 
						
						
						
							| 
								
							 | 
							
								                        DrawModelEx(cube, position, (Vector3) { 1, 1, 1 }, cubeRotations[i], (Vector3) { CUBE_SCALE, CUBE_SCALE, CUBE_SCALE }, WHITE);
							 | 
						
						
						
							| 
								
							 | 
							
								                    }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								                rlDisableShader();
							 | 
						
						
						
							| 
								
							 | 
							
								            EndMode3D();
							 | 
						
						
						
							| 
								
							 | 
							
								            rlEnableColorBlend();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Go back to the default framebuffer (0) and draw our deferred shading.
							 | 
						
						
						
							| 
								
							 | 
							
								            rlDisableFramebuffer();
							 | 
						
						
						
							| 
								
							 | 
							
								            rlClearScreenBuffers(); // Clear color & depth buffer
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            switch (mode)
							 | 
						
						
						
							| 
								
							 | 
							
								            {
							 | 
						
						
						
							| 
								
							 | 
							
								                case DEFERRED_SHADING:
							 | 
						
						
						
							| 
								
							 | 
							
								                {
							 | 
						
						
						
							| 
								
							 | 
							
								                    BeginMode3D(camera);
							 | 
						
						
						
							| 
								
							 | 
							
								                        rlDisableColorBlend();
							 | 
						
						
						
							| 
								
							 | 
							
								                        rlEnableShader(deferredShader.id);
							 | 
						
						
						
							| 
								
							 | 
							
								                            // Bind our g-buffer textures
							 | 
						
						
						
							| 
								
							 | 
							
								                            // We are binding them to locations that we earlier set in sampler2D uniforms `gPosition`, `gNormal`,
							 | 
						
						
						
							| 
								
							 | 
							
								                            // and `gAlbedoSpec`
							 | 
						
						
						
							| 
								
							 | 
							
								                            rlActiveTextureSlot(texUnitPosition);
							 | 
						
						
						
							| 
								
							 | 
							
								                            rlEnableTexture(gBuffer.positionTexture);
							 | 
						
						
						
							| 
								
							 | 
							
								                            rlActiveTextureSlot(texUnitNormal);
							 | 
						
						
						
							| 
								
							 | 
							
								                            rlEnableTexture(gBuffer.normalTexture);
							 | 
						
						
						
							| 
								
							 | 
							
								                            rlActiveTextureSlot(texUnitAlbedoSpec);
							 | 
						
						
						
							| 
								
							 | 
							
								                            rlEnableTexture(gBuffer.albedoSpecTexture);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								                            // Finally, we draw a fullscreen quad to our default framebuffer
							 | 
						
						
						
							| 
								
							 | 
							
								                            // This will now be shaded using our deferred shader
							 | 
						
						
						
							| 
								
							 | 
							
								                            rlLoadDrawQuad();
							 | 
						
						
						
							| 
								
							 | 
							
								                        rlDisableShader();
							 | 
						
						
						
							| 
								
							 | 
							
								                        rlEnableColorBlend();
							 | 
						
						
						
							| 
								
							 | 
							
								                    EndMode3D();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								                    // As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer.
							 | 
						
						
						
							| 
								
							 | 
							
								                    rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebuffer);
							 | 
						
						
						
							| 
								
							 | 
							
								                    rlBindFramebuffer(RL_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 spheres
							 | 
						
						
						
							| 
								
							 | 
							
								                    // that represent light positions in default forward rendering
							 | 
						
						
						
							| 
								
							 | 
							
								                    BeginMode3D(camera);
							 | 
						
						
						
							| 
								
							 | 
							
								                        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);
							 | 
						
						
						
							| 
								
							 | 
							
								                                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 DEFERRED_POSITION:
							 | 
						
						
						
							| 
								
							 | 
							
								                {
							 | 
						
						
						
							| 
								
							 | 
							
								                    DrawTextureRec((Texture2D){
							 | 
						
						
						
							| 
								
							 | 
							
								                        .id = gBuffer.positionTexture,
							 | 
						
						
						
							| 
								
							 | 
							
								                        .width = screenWidth,
							 | 
						
						
						
							| 
								
							 | 
							
								                        .height = screenHeight,
							 | 
						
						
						
							| 
								
							 | 
							
								                    }, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								                    DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
							 | 
						
						
						
							| 
								
							 | 
							
								                } break;
							 | 
						
						
						
							| 
								
							 | 
							
								                case DEFERRED_NORMAL:
							 | 
						
						
						
							| 
								
							 | 
							
								                {
							 | 
						
						
						
							| 
								
							 | 
							
								                    DrawTextureRec((Texture2D){
							 | 
						
						
						
							| 
								
							 | 
							
								                        .id = gBuffer.normalTexture,
							 | 
						
						
						
							| 
								
							 | 
							
								                        .width = screenWidth,
							 | 
						
						
						
							| 
								
							 | 
							
								                        .height = screenHeight,
							 | 
						
						
						
							| 
								
							 | 
							
								                    }, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								                    DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
							 | 
						
						
						
							| 
								
							 | 
							
								                } break;
							 | 
						
						
						
							| 
								
							 | 
							
								                case DEFERRED_ALBEDO:
							 | 
						
						
						
							| 
								
							 | 
							
								                {
							 | 
						
						
						
							| 
								
							 | 
							
								                    DrawTextureRec((Texture2D){
							 | 
						
						
						
							| 
								
							 | 
							
								                        .id = gBuffer.albedoSpecTexture,
							 | 
						
						
						
							| 
								
							 | 
							
								                        .width = screenWidth,
							 | 
						
						
						
							| 
								
							 | 
							
								                        .height = screenHeight,
							 | 
						
						
						
							| 
								
							 | 
							
								                    }, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								                    DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
							 | 
						
						
						
							| 
								
							 | 
							
								                } break;
							 | 
						
						
						
							| 
								
							 | 
							
								                default: break;
							 | 
						
						
						
							| 
								
							 | 
							
								            }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            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);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            DrawFPS(10, 10);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        EndDrawing();
							 | 
						
						
						
							| 
								
							 | 
							
								        // -----------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // De-Initialization
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadModel(model);     // Unload the models
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadModel(cube);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShader(deferredShader); // Unload shaders
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShader(gbufferShader);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Unload geometry buffer and all attached textures
							 | 
						
						
						
							| 
								
							 | 
							
								    rlUnloadFramebuffer(gBuffer.framebuffer);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlUnloadTexture(gBuffer.positionTexture);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlUnloadTexture(gBuffer.normalTexture);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlUnloadTexture(gBuffer.albedoSpecTexture);
							 | 
						
						
						
							| 
								
							 | 
							
								    rlUnloadTexture(gBuffer.depthRenderbuffer);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    CloseWindow();          // Close window and OpenGL context
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    return 0;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 |