diff --git a/examples/shaders/shaders_shadowmap_rendering.c b/examples/shaders/shaders_shadowmap_rendering.c index 2c6abf66d..493541054 100644 --- a/examples/shaders/shaders_shadowmap_rendering.c +++ b/examples/shaders/shaders_shadowmap_rendering.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - shadowmap +* raylib [shaders] example - shadowmap rendering * * Example complexity rating: [★★★★] 4/4 * @@ -16,20 +16,21 @@ ********************************************************************************************/ #include "raylib.h" + #include "raymath.h" #include "rlgl.h" #if defined(PLATFORM_DESKTOP) -#define GLSL_VERSION 330 + #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB -#define GLSL_VERSION 120 + #define GLSL_VERSION 100 #endif #define SHADOWMAP_RESOLUTION 1024 -RenderTexture2D LoadShadowmapRenderTexture(int width, int height); -void UnloadShadowmapRenderTexture(RenderTexture2D target); -void DrawScene(Model cube, Model robot); +static RenderTexture2D LoadShadowmapRenderTexture(int width, int height); +static void UnloadShadowmapRenderTexture(RenderTexture2D target); +static void DrawScene(Model cube, Model robot); //------------------------------------------------------------------------------------ // Program main entry point @@ -45,18 +46,19 @@ int main(void) // 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"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap rendering"); - 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; + Camera3D camera = (Camera3D){ 0 }; + camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; + camera.target = Vector3Zero(); + camera.projection = CAMERA_PERSPECTIVE; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.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); @@ -75,122 +77,115 @@ int main(void) 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; - } + for (int i = 0; i < robot.materialCount; i++) robot.materials[i].shader = shadowShader; int animCount = 0; - ModelAnimation* robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount); + 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; + Camera3D lightCamera = { 0 }; + lightCamera.position = Vector3Scale(lightDir, -15.0f); + lightCamera.target = Vector3Zero(); + lightCamera.projection = CAMERA_ORTHOGRAPHIC; // Use an orthographic projection for directional lights + lightCamera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + lightCamera.fovy = 20.0f; + + int frameCounter = 0; + + // Store the light matrices + Matrix lightView = { 0 }; + Matrix lightProj = { 0 }; + Matrix lightViewProj = { 0 }; + int textureActiveSlot = 10; // Can be anything 0 to 15, but 0 will probably be taken up SetTargetFPS(60); //-------------------------------------------------------------------------------------- - int fc = 0; // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- - float dt = GetFrameTime(); + float deltaTime = GetFrameTime(); - Vector3 cameraPos = cam.position; + Vector3 cameraPos = camera.position; SetShaderValue(shadowShader, shadowShader.locs[SHADER_LOC_VECTOR_VIEW], &cameraPos, SHADER_UNIFORM_VEC3); - UpdateCamera(&cam, CAMERA_ORBITAL); + UpdateCamera(&camera, CAMERA_ORBITAL); - fc++; - fc %= (robotAnimations[0].frameCount); - UpdateModelAnimation(robot, robotAnimations[0], fc); + frameCounter++; + frameCounter %= (robotAnimations[0].frameCount); + UpdateModelAnimation(robot, robotAnimations[0], frameCounter); + // Move light with arrow keys const float cameraSpeed = 0.05f; if (IsKeyDown(KEY_LEFT)) { - if (lightDir.x < 0.6f) - lightDir.x += cameraSpeed*60.0f*dt; + if (lightDir.x < 0.6f) lightDir.x += cameraSpeed*60.0f*deltaTime; } if (IsKeyDown(KEY_RIGHT)) { - if (lightDir.x > -0.6f) - lightDir.x -= cameraSpeed*60.0f*dt; + if (lightDir.x > -0.6f) lightDir.x -= cameraSpeed*60.0f*deltaTime; } if (IsKeyDown(KEY_UP)) { - if (lightDir.z < 0.6f) - lightDir.z += cameraSpeed*60.0f*dt; + if (lightDir.z < 0.6f) lightDir.z += cameraSpeed*60.0f*deltaTime; } if (IsKeyDown(KEY_DOWN)) { - if (lightDir.z > -0.6f) - lightDir.z -= cameraSpeed*60.0f*dt; + if (lightDir.z > -0.6f) lightDir.z -= cameraSpeed*60.0f*deltaTime; } + lightDir = Vector3Normalize(lightDir); - lightCam.position = Vector3Scale(lightDir, -15.0f); + lightCamera.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(); + ClearBackground(WHITE); + + BeginMode3D(lightCamera); + lightView = rlGetMatrixModelview(); + lightProj = rlGetMatrixProjection(); + DrawScene(cube, robot); + EndMode3D(); + EndTextureMode(); - Matrix lightViewProj = MatrixMultiply(lightView, lightProj); + lightViewProj = MatrixMultiply(lightView, lightProj); - ClearBackground(RAYWHITE); + // Draw the scene using the generated shadowmap + BeginDrawing(); + ClearBackground(RAYWHITE); - SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj); + SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj); + rlEnableShader(shadowShader.id); + + rlActiveTextureSlot(textureActiveSlot); + rlEnableTexture(shadowMap.depth.id); + rlSetUniform(shadowMapLoc, &textureActiveSlot, SHADER_UNIFORM_INT, 1); - 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); + 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"); - } + if (IsKeyPressed(KEY_F)) TakeScreenshot("shaders_shadowmap.png"); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- - UnloadShader(shadowShader); UnloadModel(cube); UnloadModel(robot); @@ -203,7 +198,10 @@ int main(void) return 0; } -RenderTexture2D LoadShadowmapRenderTexture(int width, int height) +// Load render texture for shadowmap projection +// NOTE: Load frmaebuffer with only a texture depth attachment, +// no color attachment required for shadowmap +static RenderTexture2D LoadShadowmapRenderTexture(int width, int height) { RenderTexture2D target = { 0 }; @@ -237,7 +235,7 @@ RenderTexture2D LoadShadowmapRenderTexture(int width, int height) } // Unload shadowmap render texture from GPU memory (VRAM) -void UnloadShadowmapRenderTexture(RenderTexture2D target) +static void UnloadShadowmapRenderTexture(RenderTexture2D target) { if (target.id > 0) { @@ -247,7 +245,9 @@ void UnloadShadowmapRenderTexture(RenderTexture2D target) } } -void DrawScene(Model cube, Model robot) +// Draw scene +// NOTE: Required several calls 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);