Update shaders_deferred_render.c
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1 changed files with 65 additions and 52 deletions
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@ -2,7 +2,7 @@
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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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* 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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@ -15,12 +15,9 @@
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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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#include "raylib.h"
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#include "rlgl.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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@ -32,7 +29,9 @@
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#define GLSL_VERSION 100
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#endif
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typedef struct {
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#include <stdlib.h> // Required for: NULL
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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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@ -42,7 +41,18 @@ typedef struct {
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unsigned int depthRenderbuffer;
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} GBuffer;
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int main(void) {
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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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@ -73,11 +83,12 @@ int main(void) {
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GBuffer gBuffer = { 0 };
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gBuffer.framebuffer = rlLoadFramebuffer(screenWidth, screenHeight);
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if(!gBuffer.framebuffer)
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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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@ -104,7 +115,7 @@ int main(void) {
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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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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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@ -137,22 +148,18 @@ int main(void) {
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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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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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cubeRotations[i] = (float)(rand()%360);
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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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DeferredMode mode = DEFERRED_SHADING;
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rlEnableDepthTest();
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@ -177,11 +184,10 @@ int main(void) {
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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)) 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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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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@ -190,14 +196,16 @@ int main(void) {
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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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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 & depth buffer
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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:
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// We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
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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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@ -205,10 +213,9 @@ int main(void) {
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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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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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@ -220,9 +227,10 @@ int main(void) {
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rlDisableFramebuffer();
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rlClearScreenBuffers(); // Clear color & depth buffer
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switch(activeTexture)
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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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@ -243,11 +251,10 @@ int main(void) {
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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
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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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// As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer.
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rlEnableFramebuffer(gBuffer.framebuffer); //glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.framebuffer);
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rlEnableFramebuffer(0); //glBindFramebuffer(GL_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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@ -256,44 +263,50 @@ int main(void) {
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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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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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} 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, 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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} 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, 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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} break;
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case ALBEDO:
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DrawTextureRec((Texture2D) {
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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, 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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} 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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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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