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			337 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			337 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [shaders] example - deferred rendering
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*
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*   NOTE: This example requires raylib OpenGL 3.3 or OpenGL ES 3.0
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*
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*   Example originally created with raylib 4.5, last time updated with raylib 4.5
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*
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*   Example contributed by Justin Andreas Lacoste (@27justin) and reviewed by Ramon Santamaria (@raysan5)
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*
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*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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*   BSD-like license that allows static linking with closed source software
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*
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*   Copyright (c) 2023 Justin Andreas Lacoste (@27justin)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#include "raymath.h"
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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#if defined(PLATFORM_DESKTOP)
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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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#endif
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#include <stdlib.h>         // Required for: NULL
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#define MAX_CUBES   30
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typedef struct GBuffer {
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    unsigned int framebuffer;
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    unsigned int positionTexture;
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    unsigned int normalTexture;
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    unsigned int albedoSpecTexture;
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    unsigned int depthRenderbuffer;
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} GBuffer;
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typedef enum {
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   DEFERRED_POSITION,
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   DEFERRED_NORMAL,
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   DEFERRED_ALBEDO,
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   DEFERRED_SHADING
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} DeferredMode;
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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    // Initialization
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    // -------------------------------------------------------------------------------------
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    const int screenWidth = 800;
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    const int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred render");
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    Camera camera = { 0 };
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    camera.position = (Vector3){ 5.0f, 4.0f, 5.0f };    // Camera position
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    camera.target = (Vector3){ 0.0f, 1.0f, 0.0f };      // Camera looking at point
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
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    camera.fovy = 60.0f;                                // Camera field-of-view Y
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    camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type
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    // Load plane model from a generated mesh
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    Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
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    Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));
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    // Load geometry buffer (G-buffer) shader and deferred shader
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    Shader gbufferShader = LoadShader("resources/shaders/glsl330/gbuffer.vs",
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                               "resources/shaders/glsl330/gbuffer.fs");
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    Shader deferredShader = LoadShader("resources/shaders/glsl330/deferred_shading.vs",
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                               "resources/shaders/glsl330/deferred_shading.fs");
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    deferredShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(deferredShader, "viewPosition");
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    // Initialize the G-buffer
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    GBuffer gBuffer = { 0 };
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    gBuffer.framebuffer = rlLoadFramebuffer(screenWidth, screenHeight);
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    if (!gBuffer.framebuffer)
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    {
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        TraceLog(LOG_WARNING, "Failed to create framebuffer");
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        exit(1);
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    }
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    rlEnableFramebuffer(gBuffer.framebuffer);
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    // Since we are storing position and normal data in these textures, 
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    // we need to use a floating point format.
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    gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
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    gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
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    // Albedo (diffuse color) and specular strength can be combined into one texture.
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    // The color in RGB, and the specular strength in the alpha channel.
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    gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
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    // Activate the draw buffers for our framebuffer
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    rlActiveDrawBuffers(3);
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    // Now we attach our textures to the framebuffer.
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    rlFramebufferAttach(gBuffer.framebuffer, gBuffer.positionTexture, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
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    rlFramebufferAttach(gBuffer.framebuffer, gBuffer.normalTexture, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
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    rlFramebufferAttach(gBuffer.framebuffer, gBuffer.albedoSpecTexture, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0);
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    // Finally we attach the depth buffer.
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    gBuffer.depthRenderbuffer = rlLoadTextureDepth(screenWidth, screenHeight, true);
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    rlFramebufferAttach(gBuffer.framebuffer, gBuffer.depthRenderbuffer, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
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    // Make sure our framebuffer is complete.
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    // NOTE: rlFramebufferComplete() automatically unbinds the framebuffer, so we don't have
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    // to rlDisableFramebuffer() here.
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    if (!rlFramebufferComplete(gBuffer.framebuffer))
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    {
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        TraceLog(LOG_WARNING, "Framebuffer is not complete");
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        exit(1);
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    }
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    // Now we initialize the sampler2D uniform's in the deferred shader.
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    // We do this by setting the uniform's value to the color channel slot we earlier
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    // bound our textures to.
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    rlEnableShader(deferredShader.id);
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        rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gPosition"), 0);
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        rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gNormal"), 1);
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        rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gAlbedoSpec"), 2);
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    rlDisableShader();
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    // Assign out lighting shader to model
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    model.materials[0].shader = gbufferShader;
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    cube.materials[0].shader = gbufferShader;
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    // Create lights
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    //--------------------------------------------------------------------------------------
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    Light lights[MAX_LIGHTS] = { 0 };
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    lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, deferredShader);
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    lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, deferredShader);
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    lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, deferredShader);
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    lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, deferredShader);
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    const float CUBE_SCALE = 0.25;
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    Vector3 cubePositions[MAX_CUBES] = { 0 };
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    float cubeRotations[MAX_CUBES] = { 0 };
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    for (int i = 0; i < MAX_CUBES; i++)
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    {
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        cubePositions[i] = (Vector3){
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            .x = (float)(rand()%10) - 5,
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            .y = (float)(rand()%5),
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            .z = (float)(rand()%10) - 5,
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        };
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        cubeRotations[i] = (float)(rand()%360);
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    }
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    DeferredMode mode = DEFERRED_SHADING;
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    rlEnableDepthTest();
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    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
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    //---------------------------------------------------------------------------------------
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    // Main game loop
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    while (!WindowShouldClose())
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    {
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        // Update
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        //----------------------------------------------------------------------------------
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        UpdateCamera(&camera, CAMERA_ORBITAL);
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        // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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        float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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        SetShaderValue(deferredShader, deferredShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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        // Check key inputs to enable/disable lights
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        if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
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        if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
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        if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
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        if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
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        // Check key inputs to switch between G-buffer textures
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        if (IsKeyPressed(KEY_ONE)) mode = DEFERRED_POSITION;
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        if (IsKeyPressed(KEY_TWO)) mode = DEFERRED_NORMAL;
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        if (IsKeyPressed(KEY_THREE)) mode = DEFERRED_ALBEDO;
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        if (IsKeyPressed(KEY_FOUR)) mode = DEFERRED_SHADING;
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        // Update light values (actually, only enable/disable them)
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        for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(deferredShader, lights[i]);
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        //----------------------------------------------------------------------------------
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        // Draw
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        // ---------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            // Draw to the geometry buffer by first activating it
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            rlEnableFramebuffer(gBuffer.framebuffer);
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            rlClearScreenBuffers();  // Clear color and depth buffer
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            rlDisableColorBlend();
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            BeginMode3D(camera);
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                // NOTE: We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
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                // will not work, as they won't immediately load the shader program.
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                rlEnableShader(gbufferShader.id);
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                    // When drawing a model here, make sure that the material's shaders
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                    // are set to the gbuffer shader!
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                    DrawModel(model, Vector3Zero(), 1.0f, WHITE);
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                    DrawModel(cube, (Vector3) { 0.0, 1.0f, 0.0 }, 1.0f, WHITE);
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                    for (int i = 0; i < MAX_CUBES; i++)
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                    {
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                        Vector3 position = cubePositions[i];
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                        DrawModelEx(cube, position, (Vector3) { 1, 1, 1 }, cubeRotations[i], (Vector3) { CUBE_SCALE, CUBE_SCALE, CUBE_SCALE }, WHITE);
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                    }
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                rlDisableShader();
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            EndMode3D();
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            rlEnableColorBlend();
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            // Go back to the default framebuffer (0) and draw our deferred shading.
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            rlDisableFramebuffer();
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            rlClearScreenBuffers(); // Clear color & depth buffer
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            switch (mode)
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            {
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                case DEFERRED_SHADING:
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                {
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                    BeginMode3D(camera);
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                        rlDisableColorBlend();
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                        rlEnableShader(deferredShader.id);
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                            // Activate our g-buffer textures
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                            // These will now be bound to the sampler2D uniforms `gPosition`, `gNormal`,
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                            // and `gAlbedoSpec`
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                            rlActiveTextureSlot(0);
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                            rlEnableTexture(gBuffer.positionTexture);
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                            rlActiveTextureSlot(1);
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                            rlEnableTexture(gBuffer.normalTexture);
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                            rlActiveTextureSlot(2);
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                            rlEnableTexture(gBuffer.albedoSpecTexture);
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                            // Finally, we draw a fullscreen quad to our default framebuffer
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                            // This will now be shaded using our deferred shader
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                            rlLoadDrawQuad();
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                        rlDisableShader();
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                        rlEnableColorBlend();
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                    EndMode3D();
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                    // As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer.
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                    rlEnableFramebuffer(gBuffer.framebuffer); //glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.framebuffer);
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                    rlEnableFramebuffer(0); //glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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                    rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100);    // GL_DEPTH_BUFFER_BIT
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                    rlDisableFramebuffer();
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                    // Since our shader is now done and disabled, we can draw our lights in default
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                    // forward rendering
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                    BeginMode3D(camera);
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                        rlEnableShader(rlGetShaderIdDefault());
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                            for(int i = 0; i < MAX_LIGHTS; i++)
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                            {
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                                if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
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                                else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
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                            }
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                        rlDisableShader();
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                    EndMode3D();
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                    DrawText("FINAL RESULT", 10, screenHeight - 30, 20, DARKGREEN);
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                } break;
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                case DEFERRED_POSITION:
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                {
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                    DrawTextureRec((Texture2D){
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                        .id = gBuffer.positionTexture,
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                        .width = screenWidth,
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                        .height = screenHeight,
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                    }, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
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                    DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
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                } break;
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                case DEFERRED_NORMAL:
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                {
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                    DrawTextureRec((Texture2D){
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                        .id = gBuffer.normalTexture,
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                        .width = screenWidth,
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                        .height = screenHeight,
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                    }, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
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                    DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
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                } break;
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                case DEFERRED_ALBEDO:
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                {
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                    DrawTextureRec((Texture2D){
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                        .id = gBuffer.albedoSpecTexture,
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                        .width = screenWidth,
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                        .height = screenHeight,
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                    }, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
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                    DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
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                } break;
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            }
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            DrawText("Toggle lights keys: [Y][R][G][B]", 10, 40, 20, DARKGRAY);
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            DrawText("Switch G-buffer textures: [1][2][3][4]", 10, 70, 20, DARKGRAY);
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            DrawFPS(10, 10);
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        EndDrawing();
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        // -----------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    UnloadModel(model);     // Unload the models
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    UnloadModel(cube);
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    UnloadShader(deferredShader);   // Unload shaders
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    UnloadShader(gbufferShader);
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    // Unload geometry buffer and all attached textures
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    rlUnloadFramebuffer(gBuffer.framebuffer);
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    rlUnloadTexture(gBuffer.positionTexture);
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    rlUnloadTexture(gBuffer.normalTexture);
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    rlUnloadTexture(gBuffer.albedoSpecTexture);
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    rlUnloadTexture(gBuffer.depthRenderbuffer);
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    CloseWindow();          // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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}
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