Add shadowmapping example (#3653)
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9 changed files with 489 additions and 0 deletions
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@ -560,6 +560,7 @@ SHADERS = \
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shaders/shaders_palette_switch \
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shaders/shaders_postprocessing \
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shaders/shaders_raymarching \
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shaders/shaders_shadowmap \
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shaders/shaders_shapes_textures \
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shaders/shaders_simple_mask \
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shaders/shaders_spotlight \
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@ -466,6 +466,7 @@ SHADERS = \
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shaders/shaders_palette_switch \
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shaders/shaders_postprocessing \
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shaders/shaders_raymarching \
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shaders/shaders_shadowmap \
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shaders/shaders_shapes_textures \
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shaders/shaders_simple_mask \
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shaders/shaders_spotlight \
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BIN
examples/shaders/resources/models/robot.glb
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examples/shaders/resources/models/robot.glb
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Binary file not shown.
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examples/shaders/resources/shaders/glsl120/shadowmap.fs
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examples/shaders/resources/shaders/glsl120/shadowmap.fs
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#version 120
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precision mediump float;
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// This shader is based on the basic lighting shader
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// This only supports one light, which is directional, and it (of course) supports shadows
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// Input vertex attributes (from vertex shader)
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varying in vec3 fragPosition;
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varying in vec2 fragTexCoord;
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//varying in vec4 fragColor;
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varying in vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Input lighting values
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uniform vec3 lightDir;
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uniform vec4 lightColor;
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uniform vec4 ambient;
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uniform vec3 viewPos;
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// Input shadowmapping values
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uniform mat4 lightVP; // Light source view-projection matrix
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uniform sampler2D shadowMap;
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uniform int shadowMapResolution;
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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vec3 lightDot = vec3(0.0);
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vec3 normal = normalize(fragNormal);
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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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vec3 l = -lightDir;
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float NdotL = max(dot(normal, l), 0.0);
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lightDot += lightColor.rgb*NdotL;
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float specCo = 0.0;
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if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(l), normal))), 16.0); // 16 refers to shine
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specular += specCo;
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vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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// Shadow calculations
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vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1);
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fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division
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fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0f) / 2.0f; // Transform from [-1, 1] range to [0, 1] range
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vec2 sampleCoords = fragPosLightSpace.xy;
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float curDepth = fragPosLightSpace.z;
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// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene.
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// The solution is adding a small bias to the depth
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// In this case, the bias is proportional to the slope of the surface, relative to the light
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float bias = max(0.0008 * (1.0 - dot(normal, l)), 0.00008);
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int shadowCounter = 0;
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const int numSamples = 9;
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// PCF (percentage-closer filtering) algorithm:
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// Instead of testing if just one point is closer to the current point,
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// we test the surrounding points as well.
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// This blurs shadow edges, hiding aliasing artifacts.
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vec2 texelSize = vec2(1.0f / float(shadowMapResolution));
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for (int x = -1; x <= 1; x++)
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{
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for (int y = -1; y <= 1; y++)
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{
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float sampleDepth = texture2D(shadowMap, sampleCoords + texelSize * vec2(x, y)).r;
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if (curDepth - bias > sampleDepth)
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{
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shadowCounter++;
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}
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}
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}
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finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter) / float(numSamples));
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// Add ambient lighting whether in shadow or not
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finalColor += texelColor*(ambient/10.0)*colDiffuse;
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// Gamma correction
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finalColor = pow(finalColor, vec4(1.0/2.2));
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gl_FragColor = finalColor;
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}
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examples/shaders/resources/shaders/glsl120/shadowmap.vs
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examples/shaders/resources/shaders/glsl120/shadowmap.vs
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#version 120
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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// Output vertex attributes (to fragment shader)
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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examples/shaders/resources/shaders/glsl330/shadowmap.fs
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examples/shaders/resources/shaders/glsl330/shadowmap.fs
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#version 330
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// This shader is based on the basic lighting shader
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// This only supports one light, which is directional, and it (of course) supports shadows
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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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in vec2 fragTexCoord;
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//in vec4 fragColor;
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in vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// Input lighting values
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uniform vec3 lightDir;
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uniform vec4 lightColor;
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uniform vec4 ambient;
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uniform vec3 viewPos;
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// Input shadowmapping values
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uniform mat4 lightVP; // Light source view-projection matrix
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uniform sampler2D shadowMap;
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uniform int shadowMapResolution;
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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vec3 lightDot = vec3(0.0);
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vec3 normal = normalize(fragNormal);
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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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vec3 l = -lightDir;
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float NdotL = max(dot(normal, l), 0.0);
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lightDot += lightColor.rgb*NdotL;
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float specCo = 0.0;
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if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(l), normal))), 16.0); // 16 refers to shine
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specular += specCo;
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finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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// Shadow calculations
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vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1);
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fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division
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fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0f) / 2.0f; // Transform from [-1, 1] range to [0, 1] range
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vec2 sampleCoords = fragPosLightSpace.xy;
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float curDepth = fragPosLightSpace.z;
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// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene.
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// The solution is adding a small bias to the depth
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// In this case, the bias is proportional to the slope of the surface, relative to the light
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float bias = max(0.0002 * (1.0 - dot(normal, l)), 0.00002) + 0.00001;
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int shadowCounter = 0;
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const int numSamples = 9;
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// PCF (percentage-closer filtering) algorithm:
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// Instead of testing if just one point is closer to the current point,
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// we test the surrounding points as well.
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// This blurs shadow edges, hiding aliasing artifacts.
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vec2 texelSize = vec2(1.0f / float(shadowMapResolution));
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for (int x = -1; x <= 1; x++)
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{
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for (int y = -1; y <= 1; y++)
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{
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float sampleDepth = texture(shadowMap, sampleCoords + texelSize * vec2(x, y)).r;
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if (curDepth - bias > sampleDepth)
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{
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shadowCounter++;
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}
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}
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}
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finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter) / float(numSamples));
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// Add ambient lighting whether in shadow or not
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finalColor += texelColor*(ambient/10.0)*colDiffuse;
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// Gamma correction
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finalColor = pow(finalColor, vec4(1.0/2.2));
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}
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examples/shaders/resources/shaders/glsl330/shadowmap.vs
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examples/shaders/resources/shaders/glsl330/shadowmap.vs
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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examples/shaders/shaders_shadowmap.c
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examples/shaders/shaders_shadowmap.c
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/*******************************************************************************************
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*
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* raylib [shaders] example - Shadowmap
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*
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* Example originally created with raylib 5.0, last time updated with raylib 5.0
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*
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* Example contributed by @TheManTheMythTheGameDev 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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********************************************************************************************/
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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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#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 120
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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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//------------------------------------------------------------------------------------
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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);
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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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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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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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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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int lightDirLoc = GetShaderLocation(shadowShader, "lightDir");
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int lightColLoc = GetShaderLocation(shadowShader, "lightColor");
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SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3);
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SetShaderValue(shadowShader, lightColLoc, &lightColorNormalized, SHADER_UNIFORM_VEC4);
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int ambientLoc = GetShaderLocation(shadowShader, "ambient");
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float ambient[4] = {0.1f, 0.1f, 0.1f, 1.0f};
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SetShaderValue(shadowShader, ambientLoc, ambient, SHADER_UNIFORM_VEC4);
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int lightVPLoc = GetShaderLocation(shadowShader, "lightVP");
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int shadowMapLoc = GetShaderLocation(shadowShader, "shadowMap");
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int shadowMapResolution = SHADOWMAP_RESOLUTION;
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SetShaderValue(shadowShader, GetShaderLocation(shadowShader, "shadowMapResolution"), &shadowMapResolution, SHADER_UNIFORM_INT);
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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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int animCount = 0;
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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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// 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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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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Vector3 cameraPos = cam.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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fc++;
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fc %= (robotAnimations[0].frameCount);
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UpdateModelAnimation(robot, robotAnimations[0], fc);
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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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}
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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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}
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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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}
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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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}
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lightDir = Vector3Normalize(lightDir);
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lightCam.position = Vector3Scale(lightDir, -15.0f);
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SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3);
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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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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// 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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EndTextureMode();
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Matrix lightViewProj = MatrixMultiply(lightView, lightProj);
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ClearBackground(RAYWHITE);
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SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj);
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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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BeginMode3D(cam);
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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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EndMode3D();
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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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EndDrawing();
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|
||||
if (IsKeyPressed(KEY_F))
|
||||
{
|
||||
TakeScreenshot("shaders_shadowmap.png");
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
UnloadShader(shadowShader);
|
||||
UnloadModel(cube);
|
||||
UnloadModel(robot);
|
||||
UnloadModelAnimations(robotAnimations, animCount);
|
||||
UnloadShadowmapRenderTexture(shadowMap);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
|
||||
{
|
||||
RenderTexture2D target = { 0 };
|
||||
|
||||
target.id = rlLoadFramebuffer(width, height); // Load an empty framebuffer
|
||||
target.texture.width = width;
|
||||
target.texture.height = height;
|
||||
|
||||
if (target.id > 0)
|
||||
{
|
||||
rlEnableFramebuffer(target.id);
|
||||
|
||||
// Create depth texture
|
||||
// We don't need a color texture for the shadowmap
|
||||
target.depth.id = rlLoadTextureDepth(width, height, false);
|
||||
target.depth.width = width;
|
||||
target.depth.height = height;
|
||||
target.depth.format = 19; //DEPTH_COMPONENT_24BIT?
|
||||
target.depth.mipmaps = 1;
|
||||
|
||||
// Attach depth texture to FBO
|
||||
rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
|
||||
// Check if fbo is complete with attachments (valid)
|
||||
if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id);
|
||||
|
||||
rlDisableFramebuffer();
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created");
|
||||
|
||||
return target;
|
||||
}
|
||||
|
||||
// Unload shadowmap render texture from GPU memory (VRAM)
|
||||
void UnloadShadowmapRenderTexture(RenderTexture2D target)
|
||||
{
|
||||
if (target.id > 0)
|
||||
{
|
||||
// NOTE: Depth texture/renderbuffer is automatically
|
||||
// queried and deleted before deleting framebuffer
|
||||
rlUnloadFramebuffer(target.id);
|
||||
}
|
||||
}
|
||||
|
||||
void DrawScene(Model cube, Model robot)
|
||||
{
|
||||
DrawModelEx(cube, Vector3Zero(), (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, (Vector3) { 10.0f, 1.0f, 10.0f }, BLUE);
|
||||
DrawModelEx(cube, (Vector3) { 1.5f, 1.0f, -1.5f }, (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, Vector3One(), WHITE);
|
||||
DrawModelEx(robot, (Vector3) { 0.0f, 0.5f, 0.0f }, (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, (Vector3) { 1.0f, 1.0f, 1.0f }, RED);
|
||||
}
|
BIN
examples/shaders/shaders_shadowmap.png
Normal file
BIN
examples/shaders/shaders_shadowmap.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 37 KiB |
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Reference in a new issue