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Update shaders_shadowmap_rendering.c
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@@ -21,9 +21,9 @@
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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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#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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#define GLSL_VERSION 100
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#endif
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#define SHADOWMAP_RESOLUTION 1024
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@@ -57,10 +57,10 @@ int main(void)
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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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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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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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@@ -125,19 +125,19 @@ int main(void)
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const float cameraSpeed = 0.05f;
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if (IsKeyDown(KEY_LEFT))
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{
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if (lightDir.x < 0.6f) lightDir.x += cameraSpeed * 60.0f * deltaTime;
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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_RIGHT))
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{
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if (lightDir.x > -0.6f) lightDir.x -= cameraSpeed * 60.0f * deltaTime;
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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))
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{
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if (lightDir.z < 0.6f) lightDir.z += cameraSpeed * 60.0f * deltaTime;
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if (lightDir.z < 0.6f) lightDir.z += cameraSpeed*60.0f*deltaTime;
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}
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if (IsKeyDown(KEY_DOWN))
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{
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if (lightDir.z > -0.6f) lightDir.z -= cameraSpeed * 60.0f * deltaTime;
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if (lightDir.z > -0.6f) lightDir.z -= cameraSpeed*60.0f*deltaTime;
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}
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lightDir = Vector3Normalize(lightDir);
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@@ -153,34 +153,35 @@ int main(void)
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// We can later use the depth buffer when rendering everything from the player's point of view
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// to determine whether a given point is "visible" to the light
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BeginTextureMode(shadowMap);
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ClearBackground(WHITE);
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ClearBackground(WHITE);
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BeginMode3D(lightCamera);
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lightView = rlGetMatrixModelview();
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lightProj = rlGetMatrixProjection();
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DrawScene(cube, robot);
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EndMode3D();
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BeginMode3D(lightCamera);
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lightView = rlGetMatrixModelview();
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lightProj = rlGetMatrixProjection();
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DrawScene(cube, robot);
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EndMode3D();
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EndTextureMode();
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lightViewProj = MatrixMultiply(lightView, lightProj);
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// PASS 02: Draw the scene into main framebuffer, using the generated shadowmap
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj);
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rlEnableShader(shadowShader.id);
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SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj);
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rlEnableShader(shadowShader.id);
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rlActiveTextureSlot(textureActiveSlot);
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rlEnableTexture(shadowMap.depth.id);
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rlSetUniform(shadowMapLoc, &textureActiveSlot, SHADER_UNIFORM_INT, 1);
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rlActiveTextureSlot(textureActiveSlot);
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rlEnableTexture(shadowMap.depth.id);
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rlSetUniform(shadowMapLoc, &textureActiveSlot, SHADER_UNIFORM_INT, 1);
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BeginMode3D(camera);
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DrawScene(cube, robot); // Draw the same exact things as we drew in the shadowmap!
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EndMode3D();
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BeginMode3D(camera);
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DrawScene(cube, robot); // Draw the same exact things as we drew in the shadowmap!
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EndMode3D();
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DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED);
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DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 280, screenHeight - 20, 10, GRAY);
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DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED);
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DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 280, screenHeight - 20, 10, GRAY);
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EndDrawing();
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