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	Add shadowmapping example (#3653)
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			| @@ -560,6 +560,7 @@ SHADERS = \ | |||||||
|     shaders/shaders_palette_switch \ |     shaders/shaders_palette_switch \ | ||||||
|     shaders/shaders_postprocessing \ |     shaders/shaders_postprocessing \ | ||||||
|     shaders/shaders_raymarching \ |     shaders/shaders_raymarching \ | ||||||
|  |     shaders/shaders_shadowmap \ | ||||||
|     shaders/shaders_shapes_textures \ |     shaders/shaders_shapes_textures \ | ||||||
|     shaders/shaders_simple_mask \ |     shaders/shaders_simple_mask \ | ||||||
|     shaders/shaders_spotlight \ |     shaders/shaders_spotlight \ | ||||||
|   | |||||||
| @@ -466,6 +466,7 @@ SHADERS = \ | |||||||
|     shaders/shaders_palette_switch \ |     shaders/shaders_palette_switch \ | ||||||
|     shaders/shaders_postprocessing \ |     shaders/shaders_postprocessing \ | ||||||
|     shaders/shaders_raymarching \ |     shaders/shaders_raymarching \ | ||||||
|  |     shaders/shaders_shadowmap \ | ||||||
|     shaders/shaders_shapes_textures \ |     shaders/shaders_shapes_textures \ | ||||||
|     shaders/shaders_simple_mask \ |     shaders/shaders_simple_mask \ | ||||||
|     shaders/shaders_spotlight \ |     shaders/shaders_spotlight \ | ||||||
|   | |||||||
							
								
								
									
										
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							| @@ -0,0 +1,86 @@ | |||||||
|  | #version 120 | ||||||
|  |  | ||||||
|  | precision mediump float; | ||||||
|  |  | ||||||
|  | // This shader is based on the basic lighting shader | ||||||
|  | // This only supports one light, which is directional, and it (of course) supports shadows | ||||||
|  |  | ||||||
|  | // Input vertex attributes (from vertex shader) | ||||||
|  | varying in vec3 fragPosition; | ||||||
|  | varying in vec2 fragTexCoord; | ||||||
|  | //varying in vec4 fragColor; | ||||||
|  | varying in vec3 fragNormal; | ||||||
|  |  | ||||||
|  | // Input uniform values | ||||||
|  | uniform sampler2D texture0; | ||||||
|  | uniform vec4 colDiffuse; | ||||||
|  |  | ||||||
|  | // Input lighting values | ||||||
|  | uniform vec3 lightDir; | ||||||
|  | uniform vec4 lightColor; | ||||||
|  | uniform vec4 ambient; | ||||||
|  | uniform vec3 viewPos; | ||||||
|  |  | ||||||
|  | // Input shadowmapping values | ||||||
|  | uniform mat4 lightVP; // Light source view-projection matrix | ||||||
|  | uniform sampler2D shadowMap; | ||||||
|  |  | ||||||
|  | uniform int shadowMapResolution; | ||||||
|  |  | ||||||
|  | void main() | ||||||
|  | { | ||||||
|  |     // Texel color fetching from texture sampler | ||||||
|  |     vec4 texelColor = texture2D(texture0, fragTexCoord); | ||||||
|  |     vec3 lightDot = vec3(0.0); | ||||||
|  |     vec3 normal = normalize(fragNormal); | ||||||
|  |     vec3 viewD = normalize(viewPos - fragPosition); | ||||||
|  |     vec3 specular = vec3(0.0); | ||||||
|  |  | ||||||
|  |     vec3 l = -lightDir; | ||||||
|  |  | ||||||
|  |     float NdotL = max(dot(normal, l), 0.0); | ||||||
|  |     lightDot += lightColor.rgb*NdotL; | ||||||
|  |  | ||||||
|  |     float specCo = 0.0; | ||||||
|  |     if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(l), normal))), 16.0); // 16 refers to shine | ||||||
|  |     specular += specCo; | ||||||
|  |  | ||||||
|  |     vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); | ||||||
|  |  | ||||||
|  |     // Shadow calculations | ||||||
|  |     vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1); | ||||||
|  |     fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division | ||||||
|  |     fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0f) / 2.0f; // Transform from [-1, 1] range to [0, 1] range | ||||||
|  |     vec2 sampleCoords = fragPosLightSpace.xy; | ||||||
|  |     float curDepth = fragPosLightSpace.z; | ||||||
|  |     // Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene. | ||||||
|  |     // The solution is adding a small bias to the depth | ||||||
|  |     // In this case, the bias is proportional to the slope of the surface, relative to the light | ||||||
|  |     float bias = max(0.0008 * (1.0 - dot(normal, l)), 0.00008); | ||||||
|  |     int shadowCounter = 0; | ||||||
|  |     const int numSamples = 9; | ||||||
|  |     // PCF (percentage-closer filtering) algorithm: | ||||||
|  |     // Instead of testing if just one point is closer to the current point, | ||||||
|  |     // we test the surrounding points as well. | ||||||
|  |     // This blurs shadow edges, hiding aliasing artifacts. | ||||||
|  |     vec2 texelSize = vec2(1.0f / float(shadowMapResolution)); | ||||||
|  |     for (int x = -1; x <= 1; x++) | ||||||
|  |     { | ||||||
|  |         for (int y = -1; y <= 1; y++) | ||||||
|  |         { | ||||||
|  |             float sampleDepth = texture2D(shadowMap, sampleCoords + texelSize * vec2(x, y)).r; | ||||||
|  |             if (curDepth - bias > sampleDepth) | ||||||
|  |             { | ||||||
|  |                 shadowCounter++; | ||||||
|  |             } | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  |     finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter) / float(numSamples)); | ||||||
|  |  | ||||||
|  |     // Add ambient lighting whether in shadow or not | ||||||
|  |     finalColor += texelColor*(ambient/10.0)*colDiffuse; | ||||||
|  |  | ||||||
|  |     // Gamma correction | ||||||
|  |     finalColor = pow(finalColor, vec4(1.0/2.2)); | ||||||
|  |     gl_FragColor = finalColor; | ||||||
|  | } | ||||||
							
								
								
									
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							| @@ -0,0 +1,32 @@ | |||||||
|  | #version 120 | ||||||
|  |  | ||||||
|  | // Input vertex attributes | ||||||
|  | attribute vec3 vertexPosition; | ||||||
|  | attribute vec2 vertexTexCoord; | ||||||
|  | attribute vec3 vertexNormal; | ||||||
|  | attribute vec4 vertexColor; | ||||||
|  |  | ||||||
|  | // Input uniform values | ||||||
|  | uniform mat4 mvp; | ||||||
|  | uniform mat4 matModel; | ||||||
|  | uniform mat4 matNormal; | ||||||
|  |  | ||||||
|  | // Output vertex attributes (to fragment shader) | ||||||
|  | varying vec3 fragPosition; | ||||||
|  | varying vec2 fragTexCoord; | ||||||
|  | varying vec4 fragColor; | ||||||
|  | varying vec3 fragNormal; | ||||||
|  |  | ||||||
|  | // NOTE: Add here your custom variables | ||||||
|  |  | ||||||
|  | void main() | ||||||
|  | { | ||||||
|  |     // Send vertex attributes to fragment shader | ||||||
|  |     fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); | ||||||
|  |     fragTexCoord = vertexTexCoord; | ||||||
|  |     fragColor = vertexColor; | ||||||
|  |     fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); | ||||||
|  |  | ||||||
|  |     // Calculate final vertex position | ||||||
|  |     gl_Position = mvp*vec4(vertexPosition, 1.0); | ||||||
|  | } | ||||||
							
								
								
									
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							| @@ -0,0 +1,86 @@ | |||||||
|  | #version 330 | ||||||
|  |  | ||||||
|  | // This shader is based on the basic lighting shader | ||||||
|  | // This only supports one light, which is directional, and it (of course) supports shadows | ||||||
|  |  | ||||||
|  | // Input vertex attributes (from vertex shader) | ||||||
|  | in vec3 fragPosition; | ||||||
|  | in vec2 fragTexCoord; | ||||||
|  | //in vec4 fragColor; | ||||||
|  | in vec3 fragNormal; | ||||||
|  |  | ||||||
|  | // Input uniform values | ||||||
|  | uniform sampler2D texture0; | ||||||
|  | uniform vec4 colDiffuse; | ||||||
|  |  | ||||||
|  | // Output fragment color | ||||||
|  | out vec4 finalColor; | ||||||
|  |  | ||||||
|  | // Input lighting values | ||||||
|  | uniform vec3 lightDir; | ||||||
|  | uniform vec4 lightColor; | ||||||
|  | uniform vec4 ambient; | ||||||
|  | uniform vec3 viewPos; | ||||||
|  |  | ||||||
|  | // Input shadowmapping values | ||||||
|  | uniform mat4 lightVP; // Light source view-projection matrix | ||||||
|  | uniform sampler2D shadowMap; | ||||||
|  |  | ||||||
|  | uniform int shadowMapResolution; | ||||||
|  |  | ||||||
|  | void main() | ||||||
|  | { | ||||||
|  |     // Texel color fetching from texture sampler | ||||||
|  |     vec4 texelColor = texture(texture0, fragTexCoord); | ||||||
|  |     vec3 lightDot = vec3(0.0); | ||||||
|  |     vec3 normal = normalize(fragNormal); | ||||||
|  |     vec3 viewD = normalize(viewPos - fragPosition); | ||||||
|  |     vec3 specular = vec3(0.0); | ||||||
|  |  | ||||||
|  |     vec3 l = -lightDir; | ||||||
|  |  | ||||||
|  |     float NdotL = max(dot(normal, l), 0.0); | ||||||
|  |     lightDot += lightColor.rgb*NdotL; | ||||||
|  |  | ||||||
|  |     float specCo = 0.0; | ||||||
|  |     if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(l), normal))), 16.0); // 16 refers to shine | ||||||
|  |     specular += specCo; | ||||||
|  |  | ||||||
|  |     finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); | ||||||
|  |  | ||||||
|  |     // Shadow calculations | ||||||
|  |     vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1); | ||||||
|  |     fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division | ||||||
|  |     fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0f) / 2.0f; // Transform from [-1, 1] range to [0, 1] range | ||||||
|  |     vec2 sampleCoords = fragPosLightSpace.xy; | ||||||
|  |     float curDepth = fragPosLightSpace.z; | ||||||
|  |     // Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene. | ||||||
|  |     // The solution is adding a small bias to the depth | ||||||
|  |     // In this case, the bias is proportional to the slope of the surface, relative to the light | ||||||
|  |     float bias = max(0.0002 * (1.0 - dot(normal, l)), 0.00002) + 0.00001; | ||||||
|  |     int shadowCounter = 0; | ||||||
|  |     const int numSamples = 9; | ||||||
|  |     // PCF (percentage-closer filtering) algorithm: | ||||||
|  |     // Instead of testing if just one point is closer to the current point, | ||||||
|  |     // we test the surrounding points as well. | ||||||
|  |     // This blurs shadow edges, hiding aliasing artifacts. | ||||||
|  |     vec2 texelSize = vec2(1.0f / float(shadowMapResolution)); | ||||||
|  |     for (int x = -1; x <= 1; x++) | ||||||
|  |     { | ||||||
|  |         for (int y = -1; y <= 1; y++) | ||||||
|  |         { | ||||||
|  |             float sampleDepth = texture(shadowMap, sampleCoords + texelSize * vec2(x, y)).r; | ||||||
|  |             if (curDepth - bias > sampleDepth) | ||||||
|  |             { | ||||||
|  |                 shadowCounter++; | ||||||
|  |             } | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  |     finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter) / float(numSamples)); | ||||||
|  |  | ||||||
|  |     // Add ambient lighting whether in shadow or not | ||||||
|  |     finalColor += texelColor*(ambient/10.0)*colDiffuse; | ||||||
|  |  | ||||||
|  |     // Gamma correction | ||||||
|  |     finalColor = pow(finalColor, vec4(1.0/2.2)); | ||||||
|  | } | ||||||
							
								
								
									
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							| @@ -0,0 +1,32 @@ | |||||||
|  | #version 330 | ||||||
|  |  | ||||||
|  | // Input vertex attributes | ||||||
|  | in vec3 vertexPosition; | ||||||
|  | in vec2 vertexTexCoord; | ||||||
|  | in vec3 vertexNormal; | ||||||
|  | in vec4 vertexColor; | ||||||
|  |  | ||||||
|  | // Input uniform values | ||||||
|  | uniform mat4 mvp; | ||||||
|  | uniform mat4 matModel; | ||||||
|  | uniform mat4 matNormal; | ||||||
|  |  | ||||||
|  | // Output vertex attributes (to fragment shader) | ||||||
|  | out vec3 fragPosition; | ||||||
|  | out vec2 fragTexCoord; | ||||||
|  | out vec4 fragColor; | ||||||
|  | out vec3 fragNormal; | ||||||
|  |  | ||||||
|  | // NOTE: Add here your custom variables | ||||||
|  |  | ||||||
|  | void main() | ||||||
|  | { | ||||||
|  |     // Send vertex attributes to fragment shader | ||||||
|  |     fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); | ||||||
|  |     fragTexCoord = vertexTexCoord; | ||||||
|  |     fragColor = vertexColor; | ||||||
|  |     fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); | ||||||
|  |  | ||||||
|  |     // Calculate final vertex position | ||||||
|  |     gl_Position = mvp*vec4(vertexPosition, 1.0); | ||||||
|  | } | ||||||
							
								
								
									
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							| @@ -0,0 +1,251 @@ | |||||||
|  | /******************************************************************************************* | ||||||
|  | * | ||||||
|  | *   raylib [shaders] example - Shadowmap | ||||||
|  | * | ||||||
|  | *   Example originally created with raylib 5.0, last time updated with raylib 5.0 | ||||||
|  | * | ||||||
|  | *   Example contributed by @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 | ||||||
|  | * | ||||||
|  | ********************************************************************************************/ | ||||||
|  |  | ||||||
|  | #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); | ||||||
|  |  | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | // Program main entry point | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | int main(void) | ||||||
|  | { | ||||||
|  |     // Initialization | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |     const int screenWidth = 800; | ||||||
|  |     const int screenHeight = 450; | ||||||
|  |  | ||||||
|  |     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"); | ||||||
|  |  | ||||||
|  |     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; | ||||||
|  |  | ||||||
|  |     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); | ||||||
|  |  | ||||||
|  |     Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f)); | ||||||
|  |     cube.materials[0].shader = shadowShader; | ||||||
|  |     Model robot = LoadModel("resources/models/robot.glb"); | ||||||
|  |     for (int i = 0; i < robot.materialCount; i++) | ||||||
|  |     { | ||||||
|  |         robot.materials[i].shader = shadowShader; | ||||||
|  |     } | ||||||
|  |     int animCount = 0; | ||||||
|  |     ModelAnimation* robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount); | ||||||
|  |  | ||||||
|  |     RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION); | ||||||
|  |     // For the shadowmapping algorithm, we will be rendering everything from the light's point of view | ||||||
|  |     Camera3D 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; | ||||||
|  |  | ||||||
|  |     SetTargetFPS(60); | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |     int fc = 0; | ||||||
|  |  | ||||||
|  |     // Main game loop | ||||||
|  |     while (!WindowShouldClose())    // Detect window close button or ESC key | ||||||
|  |     { | ||||||
|  |         // Update | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |         float dt = GetFrameTime(); | ||||||
|  |  | ||||||
|  |         Vector3 cameraPos = cam.position; | ||||||
|  |         SetShaderValue(shadowShader, shadowShader.locs[SHADER_LOC_VECTOR_VIEW], &cameraPos, SHADER_UNIFORM_VEC3); | ||||||
|  |         UpdateCamera(&cam, CAMERA_ORBITAL); | ||||||
|  |  | ||||||
|  |         fc++; | ||||||
|  |         fc %= (robotAnimations[0].frameCount); | ||||||
|  |         UpdateModelAnimation(robot, robotAnimations[0], fc); | ||||||
|  |  | ||||||
|  |         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); | ||||||
|  |  | ||||||
|  |         // Draw | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |         BeginDrawing(); | ||||||
|  |  | ||||||
|  |         // 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); | ||||||
|  |  | ||||||
|  |         ClearBackground(RAYWHITE); | ||||||
|  |  | ||||||
|  |         SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj); | ||||||
|  |  | ||||||
|  |         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); | ||||||
|  |  | ||||||
|  |         BeginMode3D(cam); | ||||||
|  |  | ||||||
|  |             // Draw the same exact things as we drew in the shadowmap! | ||||||
|  |             DrawScene(cube, robot); | ||||||
|  |          | ||||||
|  |         EndMode3D(); | ||||||
|  |  | ||||||
|  |         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); | ||||||
|  |  | ||||||
|  |         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; | ||||||
|  | } | ||||||
|  |  | ||||||
|  | RenderTexture2D LoadShadowmapRenderTexture(int width, int height) | ||||||
|  | { | ||||||
|  |     RenderTexture2D target = { 0 }; | ||||||
|  |  | ||||||
|  |     target.id = rlLoadFramebuffer(width, height);   // Load an empty framebuffer | ||||||
|  |     target.texture.width = width; | ||||||
|  |     target.texture.height = height; | ||||||
|  |  | ||||||
|  |     if (target.id > 0) | ||||||
|  |     { | ||||||
|  |         rlEnableFramebuffer(target.id); | ||||||
|  |  | ||||||
|  |         // 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; | ||||||
|  |  | ||||||
|  |         // 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) | ||||||
|  | void UnloadShadowmapRenderTexture(RenderTexture2D target) | ||||||
|  | { | ||||||
|  |     if (target.id > 0) | ||||||
|  |     { | ||||||
|  |         // NOTE: Depth texture/renderbuffer is automatically | ||||||
|  |         // queried and deleted before deleting framebuffer | ||||||
|  |         rlUnloadFramebuffer(target.id); | ||||||
|  |     } | ||||||
|  | } | ||||||
|  |  | ||||||
|  | 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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