summaryrefslogtreecommitdiffhomepage
diff options
context:
space:
mode:
authorRay <[email protected]>2023-10-31 20:46:10 +0100
committerRay <[email protected]>2023-10-31 20:46:10 +0100
commitaca854ccbf1fe9fac04f2067ffc90960e621e927 (patch)
treec948caf1534b390842e97e0e2c42a2efe3a031ee
parent1407f6eb4673dbf480ce9c7c33cfe54703bad599 (diff)
downloadraylib-aca854ccbf1fe9fac04f2067ffc90960e621e927.tar.gz
raylib-aca854ccbf1fe9fac04f2067ffc90960e621e927.zip
Update shaders_deferred_render.c
-rw-r--r--examples/shaders/shaders_deferred_render.c117
1 files changed, 65 insertions, 52 deletions
diff --git a/examples/shaders/shaders_deferred_render.c b/examples/shaders/shaders_deferred_render.c
index 58d4b1dd..5bb4db1d 100644
--- a/examples/shaders/shaders_deferred_render.c
+++ b/examples/shaders/shaders_deferred_render.c
@@ -2,7 +2,7 @@
*
* raylib [shaders] example - deferred rendering
*
-* NOTE: This example requires raylib OpenGL 3.3 or ES 3 versions.
+* NOTE: This example requires raylib OpenGL 3.3 or OpenGL ES 3.0
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
@@ -15,12 +15,9 @@
*
********************************************************************************************/
-#include <stdlib.h>
-#include <GLES3/gl3.h>
-
#include "raylib.h"
-#include "rlgl.h"
+#include "rlgl.h"
#include "raymath.h"
#define RLIGHTS_IMPLEMENTATION
@@ -32,7 +29,9 @@
#define GLSL_VERSION 100
#endif
-typedef struct {
+#include <stdlib.h> // Required for: NULL
+
+typedef struct GBuffer {
unsigned int framebuffer;
unsigned int positionTexture;
@@ -42,7 +41,18 @@ typedef struct {
unsigned int depthRenderbuffer;
} GBuffer;
-int main(void) {
+typedef enum {
+ DEFERRED_POSITION,
+ DEFERRED_NORMAL,
+ DEFERRED_ALBEDO,
+ DEFERRED_SHADING
+} DeferredMode;
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
// Initialization
// -------------------------------------------------------------------------------------
const int screenWidth = 800;
@@ -73,11 +83,12 @@ int main(void) {
GBuffer gBuffer = { 0 };
gBuffer.framebuffer = rlLoadFramebuffer(screenWidth, screenHeight);
- if(!gBuffer.framebuffer)
+ if (!gBuffer.framebuffer)
{
TraceLog(LOG_WARNING, "Failed to create framebuffer");
exit(1);
}
+
rlEnableFramebuffer(gBuffer.framebuffer);
// Since we are storing position and normal data in these textures,
@@ -104,7 +115,7 @@ int main(void) {
// Make sure our framebuffer is complete.
// NOTE: rlFramebufferComplete() automatically unbinds the framebuffer, so we don't have
// to rlDisableFramebuffer() here.
- if(rlFramebufferComplete(gBuffer.framebuffer) != true)
+ if (!rlFramebufferComplete(gBuffer.framebuffer))
{
TraceLog(LOG_WARNING, "Framebuffer is not complete");
exit(1);
@@ -137,22 +148,18 @@ int main(void) {
const float CUBE_SCALE = 0.25;
Vector3 cubePositions[MAX_CUBES];
float cubeRotations[MAX_CUBES];
+
for(int i = 0; i < MAX_CUBES; i++)
{
- cubePositions[i] = (Vector3) {
- .x = (float)(rand() % 10) - 5,
- .y = (float)(rand() % 5),
- .z = (float)(rand() % 10) - 5,
+ cubePositions[i] = (Vector3){
+ .x = (float)(rand()%10) - 5,
+ .y = (float)(rand()%5),
+ .z = (float)(rand()%10) - 5,
};
- cubeRotations[i] = (float)(rand() % 360);
+ cubeRotations[i] = (float)(rand()%360);
}
- enum {
- POSITION,
- NORMAL,
- ALBEDO,
- DEFERRED_SHADING
- } activeTexture = DEFERRED_SHADING;
+ DeferredMode mode = DEFERRED_SHADING;
rlEnableDepthTest();
@@ -177,12 +184,11 @@ int main(void) {
if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
// Check key inputs to switch between G-buffer textures
- if(IsKeyPressed(KEY_ONE)) activeTexture = POSITION;
- if(IsKeyPressed(KEY_TWO)) activeTexture = NORMAL;
- if(IsKeyPressed(KEY_THREE)) activeTexture = ALBEDO;
- if(IsKeyPressed(KEY_FOUR)) activeTexture = DEFERRED_SHADING;
+ if (IsKeyPressed(KEY_ONE)) mode = DEFERRED_POSITION;
+ if (IsKeyPressed(KEY_TWO)) mode = DEFERRED_NORMAL;
+ if (IsKeyPressed(KEY_THREE)) mode = DEFERRED_ALBEDO;
+ if (IsKeyPressed(KEY_FOUR)) mode = DEFERRED_SHADING;
-
// Update light values (actually, only enable/disable them)
for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(deferredShader, lights[i]);
//----------------------------------------------------------------------------------
@@ -190,14 +196,16 @@ int main(void) {
// Draw
// ---------------------------------------------------------------------------------
BeginDrawing();
- // Draw to the geometry buffer by first activating it.
+
+ ClearBackground(RAYWHITE);
+
+ // Draw to the geometry buffer by first activating it
rlEnableFramebuffer(gBuffer.framebuffer);
- rlClearScreenBuffers(); // Clear color & depth buffer
-
+ rlClearScreenBuffers(); // Clear color and depth buffer
+
rlDisableColorBlend();
BeginMode3D(camera);
- // NOTE:
- // We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
+ // NOTE: We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
// will not work, as they won't immediately load the shader program.
rlEnableShader(gbufferShader.id);
// When drawing a model here, make sure that the material's shaders
@@ -205,10 +213,9 @@ int main(void) {
DrawModel(model, Vector3Zero(), 1.0f, WHITE);
DrawModel(cube, (Vector3) { 0.0, 1.0f, 0.0 }, 1.0f, WHITE);
- for(int i = 0; i < MAX_CUBES; i++)
+ for (int i = 0; i < MAX_CUBES; i++)
{
Vector3 position = cubePositions[i];
-
DrawModelEx(cube, position, (Vector3) { 1, 1, 1 }, cubeRotations[i], (Vector3) { CUBE_SCALE, CUBE_SCALE, CUBE_SCALE }, WHITE);
}
@@ -220,9 +227,10 @@ int main(void) {
rlDisableFramebuffer();
rlClearScreenBuffers(); // Clear color & depth buffer
- switch(activeTexture)
+ switch (mode)
{
case DEFERRED_SHADING:
+ {
BeginMode3D(camera);
rlDisableColorBlend();
rlEnableShader(deferredShader.id);
@@ -243,11 +251,10 @@ int main(void) {
rlEnableColorBlend();
EndMode3D();
- // As a last step, we now copy over the depth buffer from our g-buffer to the
- // default framebuffer.
- glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.framebuffer);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- glBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ // As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer.
+ rlEnableFramebuffer(gBuffer.framebuffer); //glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.framebuffer);
+ rlEnableFramebuffer(0); //glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT
rlDisableFramebuffer();
// Since our shader is now done and disabled, we can draw our lights in default
@@ -256,44 +263,50 @@ int main(void) {
rlEnableShader(rlGetShaderIdDefault());
for(int i = 0; i < MAX_LIGHTS; i++)
{
- if(lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
+ if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
}
rlDisableShader();
EndMode3D();
DrawText("FINAL RESULT", 10, screenHeight - 30, 20, DARKGREEN);
- break;
- case POSITION:
- DrawTextureRec((Texture2D) {
+ } break;
+
+ case DEFERRED_POSITION:
+ {
+ DrawTextureRec((Texture2D){
.id = gBuffer.positionTexture,
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
- break;
- case NORMAL:
- DrawTextureRec((Texture2D) {
+ } break;
+
+ case DEFERRED_NORMAL:
+ {
+ DrawTextureRec((Texture2D){
.id = gBuffer.normalTexture,
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
- break;
+ } break;
- case ALBEDO:
- DrawTextureRec((Texture2D) {
+ case DEFERRED_ALBEDO:
+ {
+ DrawTextureRec((Texture2D){
.id = gBuffer.albedoSpecTexture,
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
- break;
+ } break;
}
- DrawFPS(10, 10);
+ DrawText("Toggle lights keys: [Y][R][G][B]", 10, 40, 20, DARKGRAY);
+ DrawText("Switch G-buffer textures: [1][2][3][4]", 10, 70, 20, DARKGRAY);
- DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, DARKGRAY);
- DrawText("Use keys [1]-[4] to switch between G-buffer textures", 10, 70, 20, DARKGRAY);
+ DrawFPS(10, 10);
+
EndDrawing();
// -----------------------------------------------------------------------------
}