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186 lines
7.5 KiB
C
186 lines
7.5 KiB
C
/*******************************************************************************************
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*
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* raylib [shaders] example - forward multi-lighting with bloom
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*
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* Example demonstrates forward multi-point lighting (8 point lights, attenuation and
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* Blinn-Phong specular) combined with a threshold-based bloom pass and Reinhard tone
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* mapping, applied as a full-screen post-process pass
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example uses resources/shaders/glsl100 and resources/shaders/glsl330, shared with the
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* rest of the shaders examples
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*
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* Example originally created with raylib 6.0, last time updated with raylib 6.0
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*
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* Example contributed by PanicTitan (@PanicTitan) 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) 2025 PanicTitan (@PanicTitan)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include "rlgl.h"
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#include <math.h> // Required for: sinf(), cosf()
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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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//--------------------------------------------------------------------------------------
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// Global Definitions
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//--------------------------------------------------------------------------------------
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#define MAX_LIGHTS 8
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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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SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - forward multi-lighting bloom");
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Camera3D camera = { 0 };
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camera.position = (Vector3){ 0.0f, 5.0f, 9.0f };
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camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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// Forward multi-light shader and bloom post-process shader, both loaded from the
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// resources folder shared with the rest of the shaders examples. If the GLSL version
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// guessed from the PLATFORM_DESKTOP build flag turns out to be wrong for whatever
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// raylib was built against, linking fails and silently falls back to the default
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// shader - so this retries once with the other version, and either way the result
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// is checked explicitly and reported on screen rather than staying silently wrong
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Shader lightShader = LoadShader(TextFormat("resources/shaders/glsl%i/lights_bloom.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/lights_bloom.fs", GLSL_VERSION));
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Shader bloomShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/lights_bloom_post.fs", GLSL_VERSION));
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// Load models from generated cube mesh and plane
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// NOTE: Meshes are automatically unloaded on UnloadModel()
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Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));
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Model floor = LoadModelFromMesh(GenMeshPlane(14.0f, 14.0f, 1, 1));
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cube.materials[0].shader = lightShader;
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floor.materials[0].shader = lightShader;
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int lightPosLoc = GetShaderLocation(lightShader, "lightPositions");
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int lightColLoc = GetShaderLocation(lightShader, "lightColors");
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int viewPosLoc = GetShaderLocation(lightShader, "viewPos");
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Vector3 lightPositions[MAX_LIGHTS] = { 0 };
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Vector3 lightColors[MAX_LIGHTS] = {
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{ 1.0f, 0.2f, 0.2f }, // Red
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{ 0.2f, 1.0f, 0.3f }, // Green
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{ 0.2f, 0.5f, 1.0f }, // Blue
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{ 1.0f, 0.8f, 0.1f }, // Yellow
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{ 1.0f, 0.1f, 0.8f }, // Magenta
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{ 0.1f, 1.0f, 1.0f }, // Cyan
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{ 1.0f, 0.4f, 0.1f }, // Orange
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{ 0.7f, 0.2f, 1.0f }, // Purple
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};
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SetShaderValueV(lightShader, lightColLoc, lightColors, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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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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float time = (float)GetTime();
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// Orbital path for each point light, its own radius/height offset by index
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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float angle = (i/(float)MAX_LIGHTS)*2.0f*PI + time*0.6f;
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float radius = 4.2f + sinf(time*1.2f + i)*0.4f;
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float height = 1.0f + sinf(time*1.8f + i)*0.6f;
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lightPositions[i] = (Vector3){ sinf(angle)*radius, height, cosf(angle)*radius };
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}
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SetShaderValueV(lightShader, lightPosLoc, lightPositions, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
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SetShaderValue(lightShader, viewPosLoc, &camera.position, SHADER_UNIFORM_VEC3);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// Render the lit scene to an offscreen texture
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BeginTextureMode(target);
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ClearBackground((Color){ 12, 12, 18, 255 });
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BeginMode3D(camera);
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DrawModel(cube, (Vector3){ 0.0f, 1.0f, 0.0f }, 1.0f, GRAY);
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DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, DARKGRAY);
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DrawGrid(10, 1.0f);
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// Glowing bulbs mark each light's position
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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Color bulbColor = (Color){
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(unsigned char)(lightColors[i].x*255),
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(unsigned char)(lightColors[i].y*255),
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(unsigned char)(lightColors[i].z*255),
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255 };
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DrawSphere(lightPositions[i], 0.15f, bulbColor);
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}
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EndMode3D();
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EndTextureMode();
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// Present the offscreen texture through the bloom + tone mapping shader
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BeginDrawing();
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ClearBackground(BLACK);
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Rectangle srcRec = { 0, 0, (float)target.texture.width, (float)-target.texture.height };
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BeginShaderMode(bloomShader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, srcRec, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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DrawText("BALANCED MULTI-LIGHT + REINHARD TONE MAPPED BLOOM", 20, 20, 20, GREEN);
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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(cube);
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UnloadModel(floor);
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UnloadShader(lightShader);
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UnloadShader(bloomShader);
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UnloadRenderTexture(target);
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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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