e96bab7ce6
* Update raylib_api.* by CI * Fix warnings when building examples in MSVC 2022 * fix auto-format that sneaked in there. --------- Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
340 lines
15 KiB
C
340 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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// GBuffer data
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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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// Deferred mode passes
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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();
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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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rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebuffer);
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rlBindFramebuffer(RL_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, (float)screenWidth, (float)-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, (float)screenWidth, (float)-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, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
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DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
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} break;
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default: 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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