REVIEWED: shaders_shadowmap_rendering example

This commit is contained in:
Ray
2025-09-08 21:02:58 +02:00
parent ef0dd5f774
commit 811ec4fb1e

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@@ -1,6 +1,6 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [shaders] example - shadowmap * raylib [shaders] example - shadowmap rendering
* *
* Example complexity rating: [★★★★] 4/4 * Example complexity rating: [★★★★] 4/4
* *
@@ -16,20 +16,21 @@
********************************************************************************************/ ********************************************************************************************/
#include "raylib.h" #include "raylib.h"
#include "raymath.h" #include "raymath.h"
#include "rlgl.h" #include "rlgl.h"
#if defined(PLATFORM_DESKTOP) #if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330 #define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB #else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 120 #define GLSL_VERSION 100
#endif #endif
#define SHADOWMAP_RESOLUTION 1024 #define SHADOWMAP_RESOLUTION 1024
RenderTexture2D LoadShadowmapRenderTexture(int width, int height); static RenderTexture2D LoadShadowmapRenderTexture(int width, int height);
void UnloadShadowmapRenderTexture(RenderTexture2D target); static void UnloadShadowmapRenderTexture(RenderTexture2D target);
void DrawScene(Model cube, Model robot); static void DrawScene(Model cube, Model robot);
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Program main entry point // 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, // 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 // 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 // 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 }; Camera3D camera = (Camera3D){ 0 };
cam.position = (Vector3){ 10.0f, 10.0f, 10.0f }; camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
cam.target = Vector3Zero(); camera.target = Vector3Zero();
cam.projection = CAMERA_PERSPECTIVE; camera.projection = CAMERA_PERSPECTIVE;
cam.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
cam.fovy = 45.0f; camera.fovy = 45.0f;
Shader shadowShader = LoadShader(TextFormat("resources/shaders/glsl%i/shadowmap.vs", GLSL_VERSION), Shader shadowShader = LoadShader(TextFormat("resources/shaders/glsl%i/shadowmap.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/shadowmap.fs", GLSL_VERSION)); TextFormat("resources/shaders/glsl%i/shadowmap.fs", GLSL_VERSION));
shadowShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shadowShader, "viewPos"); shadowShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shadowShader, "viewPos");
Vector3 lightDir = Vector3Normalize((Vector3){ 0.35f, -1.0f, -0.35f }); Vector3 lightDir = Vector3Normalize((Vector3){ 0.35f, -1.0f, -0.35f });
Color lightColor = WHITE; Color lightColor = WHITE;
Vector4 lightColorNormalized = ColorNormalize(lightColor); Vector4 lightColorNormalized = ColorNormalize(lightColor);
@@ -75,122 +77,115 @@ int main(void)
Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f)); Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
cube.materials[0].shader = shadowShader; cube.materials[0].shader = shadowShader;
Model robot = LoadModel("resources/models/robot.glb"); Model robot = LoadModel("resources/models/robot.glb");
for (int i = 0; i < robot.materialCount; i++) for (int i = 0; i < robot.materialCount; i++) robot.materials[i].shader = shadowShader;
{
robot.materials[i].shader = shadowShader;
}
int animCount = 0; 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); RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION);
// For the shadowmapping algorithm, we will be rendering everything from the light's point of view // For the shadowmapping algorithm, we will be rendering everything from the light's point of view
Camera3D lightCam = (Camera3D){ 0 }; Camera3D lightCamera = { 0 };
lightCam.position = Vector3Scale(lightDir, -15.0f); lightCamera.position = Vector3Scale(lightDir, -15.0f);
lightCam.target = Vector3Zero(); lightCamera.target = Vector3Zero();
// Use an orthographic projection for directional lights lightCamera.projection = CAMERA_ORTHOGRAPHIC; // Use an orthographic projection for directional lights
lightCam.projection = CAMERA_ORTHOGRAPHIC; lightCamera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
lightCam.up = (Vector3){ 0.0f, 1.0f, 0.0f }; lightCamera.fovy = 20.0f;
lightCam.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); SetTargetFPS(60);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int fc = 0;
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // 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); SetShaderValue(shadowShader, shadowShader.locs[SHADER_LOC_VECTOR_VIEW], &cameraPos, SHADER_UNIFORM_VEC3);
UpdateCamera(&cam, CAMERA_ORBITAL); UpdateCamera(&camera, CAMERA_ORBITAL);
fc++; frameCounter++;
fc %= (robotAnimations[0].frameCount); frameCounter %= (robotAnimations[0].frameCount);
UpdateModelAnimation(robot, robotAnimations[0], fc); UpdateModelAnimation(robot, robotAnimations[0], frameCounter);
// Move light with arrow keys
const float cameraSpeed = 0.05f; const float cameraSpeed = 0.05f;
if (IsKeyDown(KEY_LEFT)) if (IsKeyDown(KEY_LEFT))
{ {
if (lightDir.x < 0.6f) if (lightDir.x < 0.6f) lightDir.x += cameraSpeed*60.0f*deltaTime;
lightDir.x += cameraSpeed*60.0f*dt;
} }
if (IsKeyDown(KEY_RIGHT)) if (IsKeyDown(KEY_RIGHT))
{ {
if (lightDir.x > -0.6f) if (lightDir.x > -0.6f) lightDir.x -= cameraSpeed*60.0f*deltaTime;
lightDir.x -= cameraSpeed*60.0f*dt;
} }
if (IsKeyDown(KEY_UP)) if (IsKeyDown(KEY_UP))
{ {
if (lightDir.z < 0.6f) if (lightDir.z < 0.6f) lightDir.z += cameraSpeed*60.0f*deltaTime;
lightDir.z += cameraSpeed*60.0f*dt;
} }
if (IsKeyDown(KEY_DOWN)) if (IsKeyDown(KEY_DOWN))
{ {
if (lightDir.z > -0.6f) if (lightDir.z > -0.6f) lightDir.z -= cameraSpeed*60.0f*deltaTime;
lightDir.z -= cameraSpeed*60.0f*dt;
} }
lightDir = Vector3Normalize(lightDir); lightDir = Vector3Normalize(lightDir);
lightCam.position = Vector3Scale(lightDir, -15.0f); lightCamera.position = Vector3Scale(lightDir, -15.0f);
SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3); SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3);
//----------------------------------------------------------------------------------
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing();
// First, render all objects into the shadowmap // 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 // 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 // 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 // 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 // to determine whether a given point is "visible" to the light
// Record the light matrices for future use!
Matrix lightView;
Matrix lightProj;
BeginTextureMode(shadowMap); BeginTextureMode(shadowMap);
ClearBackground(WHITE); ClearBackground(WHITE);
BeginMode3D(lightCam);
lightView = rlGetMatrixModelview(); BeginMode3D(lightCamera);
lightProj = rlGetMatrixProjection(); lightView = rlGetMatrixModelview();
DrawScene(cube, robot); lightProj = rlGetMatrixProjection();
EndMode3D(); DrawScene(cube, robot);
EndMode3D();
EndTextureMode(); 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); BeginMode3D(camera);
int slot = 10; // Can be anything 0 to 15, but 0 will probably be taken up DrawScene(cube, robot); // Draw the same exact things as we drew in the shadowmap!
rlActiveTextureSlot(10); EndMode3D();
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);
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(); EndDrawing();
if (IsKeyPressed(KEY_F)) if (IsKeyPressed(KEY_F)) TakeScreenshot("shaders_shadowmap.png");
{
TakeScreenshot("shaders_shadowmap.png");
}
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
} }
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadShader(shadowShader); UnloadShader(shadowShader);
UnloadModel(cube); UnloadModel(cube);
UnloadModel(robot); UnloadModel(robot);
@@ -203,7 +198,10 @@ int main(void)
return 0; 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 }; RenderTexture2D target = { 0 };
@@ -237,7 +235,7 @@ RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
} }
// Unload shadowmap render texture from GPU memory (VRAM) // Unload shadowmap render texture from GPU memory (VRAM)
void UnloadShadowmapRenderTexture(RenderTexture2D target) static void UnloadShadowmapRenderTexture(RenderTexture2D target)
{ {
if (target.id > 0) 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, 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(cube, (Vector3) { 1.5f, 1.0f, -1.5f }, (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, Vector3One(), WHITE);