Update shaders_shadowmap_rendering.c

This commit is contained in:
Ray
2025-09-09 00:15:26 +02:00
parent 811ec4fb1e
commit 28c5d16000

View File

@@ -42,10 +42,11 @@ int main(void)
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
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap rendering");
Camera3D camera = (Camera3D){ 0 };
@@ -143,8 +144,8 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
// 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
// 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
@@ -160,7 +161,7 @@ int main(void)
EndTextureMode();
lightViewProj = MatrixMultiply(lightView, lightProj);
// Draw the scene using the generated shadowmap
// PASS 02: Draw the scene into main framebuffer, using the generated shadowmap
BeginDrawing();
ClearBackground(RAYWHITE);
@@ -199,7 +200,7 @@ int main(void)
}
// Load render texture for shadowmap projection
// NOTE: Load frmaebuffer with only a texture depth attachment,
// NOTE: Load framebuffer with only a texture depth attachment,
// no color attachment required for shadowmap
static RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
{
@@ -214,11 +215,11 @@ static RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
rlEnableFramebuffer(target.id);
// Create depth texture
// We don't need a color texture for the shadowmap
// 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.format = 19; // DEPTH_COMPONENT_24BIT?
target.depth.mipmaps = 1;
// Attach depth texture to FBO
@@ -245,8 +246,8 @@ static void UnloadShadowmapRenderTexture(RenderTexture2D target)
}
}
// Draw scene
// NOTE: Required several calls to generate shadowmap
// 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);