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+/*******************************************************************************************
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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 ES 3 versions.
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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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+
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+#include <stdlib.h>
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+#include <GLES3/gl3.h>
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+
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+#include "raylib.h"
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+#include "rlgl.h"
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+
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+#include "raymath.h"
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+
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+#define RLIGHTS_IMPLEMENTATION
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+#include "rlights.h"
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+
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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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+typedef struct {
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+ unsigned int framebuffer;
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+
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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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+
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+ unsigned int depthRenderbuffer;
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+} GBuffer;
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+
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+int main(void) {
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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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+
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+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred render");
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ // Activate the draw buffers for our framebuffer
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+ rlActiveDrawBuffers(3);
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+
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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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+
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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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+
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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) != true)
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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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+
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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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+
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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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+
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+ rlDisableShader();
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+
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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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+
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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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+
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+ const int MAX_CUBES = 30;
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+ const float CUBE_SCALE = 0.25;
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+ Vector3 cubePositions[MAX_CUBES];
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+ float cubeRotations[MAX_CUBES];
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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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+
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+ enum {
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+ POSITION,
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+ NORMAL,
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+ ALBEDO,
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+ DEFERRED_SHADING
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+ } activeTexture = DEFERRED_SHADING;
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+
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+ rlEnableDepthTest();
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+
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+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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+ //---------------------------------------------------------------------------------------
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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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+
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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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+
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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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+
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+ // Check key inputs to switch between G-buffer textures
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+ if(IsKeyPressed(KEY_ONE)) activeTexture = POSITION;
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+ if(IsKeyPressed(KEY_TWO)) activeTexture = NORMAL;
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+ if(IsKeyPressed(KEY_THREE)) activeTexture = ALBEDO;
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+ if(IsKeyPressed(KEY_FOUR)) activeTexture = DEFERRED_SHADING;
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+
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+
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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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+
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+ // Draw
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+ // ---------------------------------------------------------------------------------
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+ BeginDrawing();
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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 & depth buffer
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+
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+ rlDisableColorBlend();
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+ BeginMode3D(camera);
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+ // NOTE:
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+ // 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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+
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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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+
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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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+
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+ rlDisableShader();
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+ EndMode3D();
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+ rlEnableColorBlend();
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+
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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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+
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+ switch(activeTexture)
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+ {
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+ case DEFERRED_SHADING:
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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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+
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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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+
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+ // As a last step, we now copy over the depth buffer from our g-buffer to the
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+ // default framebuffer.
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+ glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.framebuffer);
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+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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+ glBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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+ rlDisableFramebuffer();
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+
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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 POSITION:
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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 NORMAL:
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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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+
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+ case ALBEDO:
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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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+
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+ DrawFPS(10, 10);
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+
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+ DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, DARKGRAY);
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+ DrawText("Use keys [1]-[4] to switch between G-buffer textures", 10, 70, 20, DARKGRAY);
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+ EndDrawing();
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+ // -----------------------------------------------------------------------------
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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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+
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+ UnloadShader(deferredShader); // Unload shaders
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+ UnloadShader(gbufferShader);
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+
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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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+
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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+
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