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@@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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-* raylib [shaders] example - shadowmap
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+* raylib [shaders] example - shadowmap rendering
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*
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* Example complexity rating: [★★★★] 4/4
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*
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@@ -16,20 +16,21 @@
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********************************************************************************************/
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#include "raylib.h"
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+
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#include "raymath.h"
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#include "rlgl.h"
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#if defined(PLATFORM_DESKTOP)
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-#define GLSL_VERSION 330
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+ #define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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-#define GLSL_VERSION 120
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+ #define GLSL_VERSION 100
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#endif
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#define SHADOWMAP_RESOLUTION 1024
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-RenderTexture2D LoadShadowmapRenderTexture(int width, int height);
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-void UnloadShadowmapRenderTexture(RenderTexture2D target);
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-void DrawScene(Model cube, Model robot);
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+static RenderTexture2D LoadShadowmapRenderTexture(int width, int height);
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+static void UnloadShadowmapRenderTexture(RenderTexture2D target);
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+static void DrawScene(Model cube, Model robot);
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//------------------------------------------------------------------------------------
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// Program main entry point
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@@ -45,18 +46,19 @@ int main(void)
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// Shadows are a HUGE topic, and this example shows an extremely simple implementation of the shadowmapping algorithm,
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// which is the industry standard for shadows. This algorithm can be extended in a ridiculous number of ways to improve
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// realism and also adapt it for different scenes. This is pretty much the simplest possible implementation
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- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap");
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+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap rendering");
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- Camera3D cam = (Camera3D){ 0 };
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- cam.position = (Vector3){ 10.0f, 10.0f, 10.0f };
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- cam.target = Vector3Zero();
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- cam.projection = CAMERA_PERSPECTIVE;
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- cam.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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- cam.fovy = 45.0f;
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+ Camera3D camera = (Camera3D){ 0 };
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+ camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
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+ camera.target = Vector3Zero();
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+ camera.projection = CAMERA_PERSPECTIVE;
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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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Shader shadowShader = LoadShader(TextFormat("resources/shaders/glsl%i/shadowmap.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/shadowmap.fs", GLSL_VERSION));
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shadowShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shadowShader, "viewPos");
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+
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Vector3 lightDir = Vector3Normalize((Vector3){ 0.35f, -1.0f, -0.35f });
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Color lightColor = WHITE;
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Vector4 lightColorNormalized = ColorNormalize(lightColor);
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@@ -75,122 +77,115 @@ int main(void)
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Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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cube.materials[0].shader = shadowShader;
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Model robot = LoadModel("resources/models/robot.glb");
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- for (int i = 0; i < robot.materialCount; i++)
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- {
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- robot.materials[i].shader = shadowShader;
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- }
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+ for (int i = 0; i < robot.materialCount; i++) robot.materials[i].shader = shadowShader;
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int animCount = 0;
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- ModelAnimation* robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount);
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+ ModelAnimation *robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount);
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RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION);
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+
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// For the shadowmapping algorithm, we will be rendering everything from the light's point of view
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- Camera3D lightCam = (Camera3D){ 0 };
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- lightCam.position = Vector3Scale(lightDir, -15.0f);
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- lightCam.target = Vector3Zero();
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- // Use an orthographic projection for directional lights
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- lightCam.projection = CAMERA_ORTHOGRAPHIC;
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- lightCam.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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- lightCam.fovy = 20.0f;
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+ Camera3D lightCamera = { 0 };
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+ lightCamera.position = Vector3Scale(lightDir, -15.0f);
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+ lightCamera.target = Vector3Zero();
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+ lightCamera.projection = CAMERA_ORTHOGRAPHIC; // Use an orthographic projection for directional lights
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+ lightCamera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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+ lightCamera.fovy = 20.0f;
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+
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+ int frameCounter = 0;
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+
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+ // Store the light matrices
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+ Matrix lightView = { 0 };
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+ Matrix lightProj = { 0 };
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+ Matrix lightViewProj = { 0 };
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+ int textureActiveSlot = 10; // Can be anything 0 to 15, but 0 will probably be taken up
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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- int fc = 0;
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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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- float dt = GetFrameTime();
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+ float deltaTime = GetFrameTime();
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- Vector3 cameraPos = cam.position;
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+ Vector3 cameraPos = camera.position;
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SetShaderValue(shadowShader, shadowShader.locs[SHADER_LOC_VECTOR_VIEW], &cameraPos, SHADER_UNIFORM_VEC3);
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- UpdateCamera(&cam, CAMERA_ORBITAL);
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+ UpdateCamera(&camera, CAMERA_ORBITAL);
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- fc++;
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- fc %= (robotAnimations[0].frameCount);
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- UpdateModelAnimation(robot, robotAnimations[0], fc);
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+ frameCounter++;
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+ frameCounter %= (robotAnimations[0].frameCount);
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+ UpdateModelAnimation(robot, robotAnimations[0], frameCounter);
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+ // Move light with arrow keys
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const float cameraSpeed = 0.05f;
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if (IsKeyDown(KEY_LEFT))
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{
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- if (lightDir.x < 0.6f)
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- lightDir.x += cameraSpeed*60.0f*dt;
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+ if (lightDir.x < 0.6f) lightDir.x += cameraSpeed*60.0f*deltaTime;
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}
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if (IsKeyDown(KEY_RIGHT))
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{
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- if (lightDir.x > -0.6f)
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- lightDir.x -= cameraSpeed*60.0f*dt;
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+ if (lightDir.x > -0.6f) lightDir.x -= cameraSpeed*60.0f*deltaTime;
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}
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if (IsKeyDown(KEY_UP))
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{
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- if (lightDir.z < 0.6f)
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- lightDir.z += cameraSpeed*60.0f*dt;
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+ if (lightDir.z < 0.6f) lightDir.z += cameraSpeed*60.0f*deltaTime;
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}
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if (IsKeyDown(KEY_DOWN))
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{
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- if (lightDir.z > -0.6f)
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- lightDir.z -= cameraSpeed*60.0f*dt;
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+ if (lightDir.z > -0.6f) lightDir.z -= cameraSpeed*60.0f*deltaTime;
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}
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+
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lightDir = Vector3Normalize(lightDir);
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- lightCam.position = Vector3Scale(lightDir, -15.0f);
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+ lightCamera.position = Vector3Scale(lightDir, -15.0f);
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SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3);
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+ //----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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- BeginDrawing();
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-
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// First, render all objects into the shadowmap
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// The idea is, we record all the objects' depths (as rendered from the light source's point of view) in a buffer
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// Anything that is "visible" to the light is in light, anything that isn't is in shadow
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// We can later use the depth buffer when rendering everything from the player's point of view
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// to determine whether a given point is "visible" to the light
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-
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- // Record the light matrices for future use!
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- Matrix lightView;
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- Matrix lightProj;
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BeginTextureMode(shadowMap);
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- ClearBackground(WHITE);
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- BeginMode3D(lightCam);
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- lightView = rlGetMatrixModelview();
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- lightProj = rlGetMatrixProjection();
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- DrawScene(cube, robot);
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- EndMode3D();
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+ ClearBackground(WHITE);
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+
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+ BeginMode3D(lightCamera);
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+ lightView = rlGetMatrixModelview();
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+ lightProj = rlGetMatrixProjection();
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+ DrawScene(cube, robot);
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+ EndMode3D();
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+
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EndTextureMode();
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- Matrix lightViewProj = MatrixMultiply(lightView, lightProj);
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-
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- ClearBackground(RAYWHITE);
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-
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- SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj);
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-
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- rlEnableShader(shadowShader.id);
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- int slot = 10; // Can be anything 0 to 15, but 0 will probably be taken up
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- rlActiveTextureSlot(10);
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- rlEnableTexture(shadowMap.depth.id);
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- rlSetUniform(shadowMapLoc, &slot, SHADER_UNIFORM_INT, 1);
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-
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- BeginMode3D(cam);
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-
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- // Draw the same exact things as we drew in the shadowmap!
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- DrawScene(cube, robot);
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-
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- EndMode3D();
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-
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- DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 320, screenHeight - 20, 10, GRAY);
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- DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED);
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+ lightViewProj = MatrixMultiply(lightView, lightProj);
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+ // Draw the scene using the generated shadowmap
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+ BeginDrawing();
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+ ClearBackground(RAYWHITE);
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+
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+ SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj);
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+ rlEnableShader(shadowShader.id);
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+
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+ rlActiveTextureSlot(textureActiveSlot);
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+ rlEnableTexture(shadowMap.depth.id);
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+ rlSetUniform(shadowMapLoc, &textureActiveSlot, SHADER_UNIFORM_INT, 1);
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+
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+ BeginMode3D(camera);
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+ DrawScene(cube, robot); // Draw the same exact things as we drew in the shadowmap!
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+ EndMode3D();
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+
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+ DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED);
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+ DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 280, screenHeight - 20, 10, GRAY);
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+
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EndDrawing();
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- if (IsKeyPressed(KEY_F))
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- {
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- TakeScreenshot("shaders_shadowmap.png");
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- }
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+ if (IsKeyPressed(KEY_F)) TakeScreenshot("shaders_shadowmap.png");
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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-
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UnloadShader(shadowShader);
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UnloadModel(cube);
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UnloadModel(robot);
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@@ -203,7 +198,10 @@ int main(void)
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return 0;
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}
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-RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
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+// Load render texture for shadowmap projection
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+// NOTE: Load frmaebuffer with only a texture depth attachment,
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+// no color attachment required for shadowmap
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+static RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
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{
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RenderTexture2D target = { 0 };
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@@ -237,7 +235,7 @@ RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
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}
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// Unload shadowmap render texture from GPU memory (VRAM)
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-void UnloadShadowmapRenderTexture(RenderTexture2D target)
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+static void UnloadShadowmapRenderTexture(RenderTexture2D target)
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{
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if (target.id > 0)
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{
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@@ -247,7 +245,9 @@ void UnloadShadowmapRenderTexture(RenderTexture2D target)
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}
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}
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-void DrawScene(Model cube, Model robot)
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+// Draw scene
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+// NOTE: Required several calls to generate shadowmap
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+static void DrawScene(Model cube, Model robot)
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{
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DrawModelEx(cube, Vector3Zero(), (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, (Vector3) { 10.0f, 1.0f, 10.0f }, BLUE);
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DrawModelEx(cube, (Vector3) { 1.5f, 1.0f, -1.5f }, (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, Vector3One(), WHITE);
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