diff --git a/examples/Makefile b/examples/Makefile index 5af5a559072e..fe0ee9fbd1a8 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -562,7 +562,8 @@ SHADERS = \ shaders/shaders_mesh_instancing \ shaders/shaders_multi_sample2d \ shaders/shaders_write_depth \ - shaders/shaders_hybrid_render + shaders/shaders_hybrid_render \ + shaders/shaders_deferred_render AUDIO = \ audio/audio_module_playing \ diff --git a/examples/Makefile.Web b/examples/Makefile.Web index 9c2cadc37ef3..c57453ab366c 100644 --- a/examples/Makefile.Web +++ b/examples/Makefile.Web @@ -468,7 +468,8 @@ SHADERS = \ shaders/shaders_mesh_instancing \ shaders/shaders_multi_sample2d \ shaders/shaders_write_depth \ - shaders/shaders_hybrid_render + shaders/shaders_hybrid_render \ + shaders/shaders_deferred_render AUDIO = \ audio/audio_module_playing \ diff --git a/examples/README.md b/examples/README.md index 82e4b782521d..0fed8acd03a7 100644 --- a/examples/README.md +++ b/examples/README.md @@ -176,6 +176,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete | 114 | [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | shaders_mesh_instancing | ⭐️⭐️⭐️⭐️ | 3.7 | **4.2** | [seanpringle](https://github.com/seanpringle) | | 115 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | shaders_multi_sample2d | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) | | 116 | [shaders_spotlight](shaders/shaders_spotlight.c) | shaders_spotlight | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) | +| 117 | [shaders_deferred_render](shaders/shaders_deferred_render.c) | shaders_deferred_render | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) | ### category: audio @@ -183,10 +184,10 @@ Examples using raylib audio functionality, including sound/music loading and pla | ## | example | image | difficulty
level | version
created | last version
updated | original
developer | |----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------| -| 117 | [audio_module_playing](audio/audio_module_playing.c) | audio_module_playing | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) | -| 118 | [audio_music_stream](audio/audio_music_stream.c) | audio_music_stream | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) | -| 119 | [audio_raw_stream](audio/audio_raw_stream.c) | audio_raw_stream | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) | -| 120 | [audio_sound_loading](audio/audio_sound_loading.c) | audio_sound_loading | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) | +| 118 | [audio_module_playing](audio/audio_module_playing.c) | audio_module_playing | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) | +| 119 | [audio_music_stream](audio/audio_music_stream.c) | audio_music_stream | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) | +| 120 | [audio_raw_stream](audio/audio_raw_stream.c) | audio_raw_stream | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) | +| 121 | [audio_sound_loading](audio/audio_sound_loading.c) | audio_sound_loading | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) | ### category: others diff --git a/examples/shaders/resources/shaders/glsl330/deferred_shading.fs b/examples/shaders/resources/shaders/glsl330/deferred_shading.fs new file mode 100644 index 000000000000..c9c6a313fb14 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/deferred_shading.fs @@ -0,0 +1,55 @@ +#version 330 core +out vec4 finalColor; + +in vec2 texCoord; +in vec2 texCoord2; + +uniform sampler2D gPosition; +uniform sampler2D gNormal; +uniform sampler2D gAlbedoSpec; + +struct Light { + int enabled; + int type; // Unused in this demo. + vec3 position; + vec3 target; // Unused in this demo. + vec4 color; +}; + +const int NR_LIGHTS = 4; +uniform Light lights[NR_LIGHTS]; +uniform vec3 viewPosition; + +const float QUADRATIC = 0.032; +const float LINEAR = 0.09; + +void main() { + vec3 fragPosition = texture(gPosition, texCoord).rgb; + vec3 normal = texture(gNormal, texCoord).rgb; + vec3 albedo = texture(gAlbedoSpec, texCoord).rgb; + float specular = texture(gAlbedoSpec, texCoord).a; + + vec3 ambient = albedo * vec3(0.1f); + vec3 viewDirection = normalize(viewPosition - fragPosition); + + for(int i = 0; i < NR_LIGHTS; ++i) + { + if(lights[i].enabled == 0) continue; + vec3 lightDirection = lights[i].position - fragPosition; + vec3 diffuse = max(dot(normal, lightDirection), 0.0) * albedo * lights[i].color.xyz; + + vec3 halfwayDirection = normalize(lightDirection + viewDirection); + float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0); + vec3 specular = specular * spec * lights[i].color.xyz; + + // Attenuation + float distance = length(lights[i].position - fragPosition); + float attenuation = 1.0 / (1.0 + LINEAR * distance + QUADRATIC * distance * distance); + diffuse *= attenuation; + specular *= attenuation; + ambient += diffuse + specular; + } + + finalColor = vec4(ambient, 1.0); +} + diff --git a/examples/shaders/resources/shaders/glsl330/deferred_shading.vs b/examples/shaders/resources/shaders/glsl330/deferred_shading.vs new file mode 100644 index 000000000000..f2b1bd7c4ec0 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/deferred_shading.vs @@ -0,0 +1,11 @@ +#version 330 core + +layout (location = 0) in vec3 vertexPosition; +layout (location = 1) in vec2 vertexTexCoord; + +out vec2 texCoord; + +void main() { + gl_Position = vec4(vertexPosition, 1.0); + texCoord = vertexTexCoord; +} diff --git a/examples/shaders/resources/shaders/glsl330/gbuffer.fs b/examples/shaders/resources/shaders/glsl330/gbuffer.fs new file mode 100644 index 000000000000..c86e20a9e313 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/gbuffer.fs @@ -0,0 +1,22 @@ +#version 330 core +layout (location = 0) out vec3 gPosition; +layout (location = 1) out vec3 gNormal; +layout (location = 2) out vec4 gAlbedoSpec; + +in vec3 fragPosition; +in vec2 fragTexCoord; +in vec3 fragNormal; + +uniform sampler2D diffuseTexture; +uniform sampler2D specularTexture; + +void main() { + // store the fragment position vector in the first gbuffer texture + gPosition = fragPosition; + // also store the per-fragment normals into the gbuffer + gNormal = normalize(fragNormal); + // and the diffuse per-fragment color + gAlbedoSpec.rgb = texture(diffuseTexture, fragTexCoord).rgb; + // store specular intensity in gAlbedoSpec's alpha component + gAlbedoSpec.a = texture(specularTexture, fragTexCoord).r; +} diff --git a/examples/shaders/resources/shaders/glsl330/gbuffer.vs b/examples/shaders/resources/shaders/glsl330/gbuffer.vs new file mode 100644 index 000000000000..7d264ba64558 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/gbuffer.vs @@ -0,0 +1,24 @@ +#version 330 core +layout (location = 0) in vec3 vertexPosition; +layout (location = 1) in vec2 vertexTexCoord; +layout (location = 2) in vec3 vertexNormal; + +out vec3 fragPosition; +out vec2 fragTexCoord; +out vec3 fragNormal; + +uniform mat4 matModel; +uniform mat4 matView; +uniform mat4 matProjection; + +void main() +{ + vec4 worldPos = matModel * vec4(vertexPosition, 1.0); + fragPosition = worldPos.xyz; + fragTexCoord = vertexTexCoord; + + mat3 normalMatrix = transpose(inverse(mat3(matModel))); + fragNormal = normalMatrix * vertexNormal; + + gl_Position = matProjection * matView * worldPos; +} diff --git a/examples/shaders/shaders_deferred_render.c b/examples/shaders/shaders_deferred_render.c new file mode 100644 index 000000000000..58d4b1dd9795 --- /dev/null +++ b/examples/shaders/shaders_deferred_render.c @@ -0,0 +1,321 @@ +/******************************************************************************************* +* +* raylib [shaders] example - deferred rendering +* +* NOTE: This example requires raylib OpenGL 3.3 or ES 3 versions. +* +* Example originally created with raylib 4.5, last time updated with raylib 4.5 +* +* Example contributed by Justin Andreas Lacoste (@27justin) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2023 Justin Andreas Lacoste (@27justin) +* +********************************************************************************************/ + +#include +#include + +#include "raylib.h" +#include "rlgl.h" + +#include "raymath.h" + +#define RLIGHTS_IMPLEMENTATION +#include "rlights.h" + +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +typedef struct { + unsigned int framebuffer; + + unsigned int positionTexture; + unsigned int normalTexture; + unsigned int albedoSpecTexture; + + unsigned int depthRenderbuffer; +} GBuffer; + +int main(void) { + // Initialization + // ------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred render"); + + Camera camera = { 0 }; + camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 60.0f; // Camera field-of-view Y + camera.projection = CAMERA_PERSPECTIVE; // Camera projection type + + // Load plane model from a generated mesh + Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3)); + Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f)); + + // Load geometry buffer (G-buffer) shader and deferred shader + Shader gbufferShader = LoadShader("resources/shaders/glsl330/gbuffer.vs", + "resources/shaders/glsl330/gbuffer.fs"); + + Shader deferredShader = LoadShader("resources/shaders/glsl330/deferred_shading.vs", + "resources/shaders/glsl330/deferred_shading.fs"); + deferredShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(deferredShader, "viewPosition"); + + // Initialize the G-buffer + GBuffer gBuffer = { 0 }; + gBuffer.framebuffer = rlLoadFramebuffer(screenWidth, screenHeight); + + 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, + // we need to use a floating point format. + gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1); + + gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1); + // Albedo (diffuse color) and specular strength can be combined into one texture. + // The color in RGB, and the specular strength in the alpha channel. + gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1); + + // Activate the draw buffers for our framebuffer + rlActiveDrawBuffers(3); + + // Now we attach our textures to the framebuffer. + rlFramebufferAttach(gBuffer.framebuffer, gBuffer.positionTexture, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0); + rlFramebufferAttach(gBuffer.framebuffer, gBuffer.normalTexture, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0); + rlFramebufferAttach(gBuffer.framebuffer, gBuffer.albedoSpecTexture, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0); + + // Finally we attach the depth buffer. + gBuffer.depthRenderbuffer = rlLoadTextureDepth(screenWidth, screenHeight, true); + rlFramebufferAttach(gBuffer.framebuffer, gBuffer.depthRenderbuffer, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0); + + // 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) + { + TraceLog(LOG_WARNING, "Framebuffer is not complete"); + exit(1); + } + + // Now we initialize the sampler2D uniform's in the deferred shader. + // We do this by setting the uniform's value to the color channel slot we earlier + // bound our textures to. + rlEnableShader(deferredShader.id); + + rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gPosition"), 0); + rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gNormal"), 1); + rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gAlbedoSpec"), 2); + + rlDisableShader(); + + // Assign out lighting shader to model + model.materials[0].shader = gbufferShader; + cube.materials[0].shader = gbufferShader; + + // Create lights + //-------------------------------------------------------------------------------------- + Light lights[MAX_LIGHTS] = { 0 }; + lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, deferredShader); + lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, deferredShader); + lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, deferredShader); + lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, deferredShader); + + const int MAX_CUBES = 30; + 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, + }; + cubeRotations[i] = (float)(rand() % 360); + } + + enum { + POSITION, + NORMAL, + ALBEDO, + DEFERRED_SHADING + } activeTexture = DEFERRED_SHADING; + + rlEnableDepthTest(); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //--------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera, CAMERA_ORBITAL); + + // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }) + float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; + SetShaderValue(deferredShader, deferredShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); + + // Check key inputs to enable/disable lights + if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; } + if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; } + if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; } + 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; + + + // Update light values (actually, only enable/disable them) + for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(deferredShader, lights[i]); + //---------------------------------------------------------------------------------- + + // Draw + // --------------------------------------------------------------------------------- + BeginDrawing(); + // Draw to the geometry buffer by first activating it. + rlEnableFramebuffer(gBuffer.framebuffer); + rlClearScreenBuffers(); // Clear color & depth buffer + + rlDisableColorBlend(); + BeginMode3D(camera); + // 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 + // are set to the gbuffer shader! + 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++) + { + Vector3 position = cubePositions[i]; + + DrawModelEx(cube, position, (Vector3) { 1, 1, 1 }, cubeRotations[i], (Vector3) { CUBE_SCALE, CUBE_SCALE, CUBE_SCALE }, WHITE); + } + + rlDisableShader(); + EndMode3D(); + rlEnableColorBlend(); + + // Go back to the default framebuffer (0) and draw our deferred shading. + rlDisableFramebuffer(); + rlClearScreenBuffers(); // Clear color & depth buffer + + switch(activeTexture) + { + case DEFERRED_SHADING: + BeginMode3D(camera); + rlDisableColorBlend(); + rlEnableShader(deferredShader.id); + // Activate our g-buffer textures + // These will now be bound to the sampler2D uniforms `gPosition`, `gNormal`, + // and `gAlbedoSpec` + rlActiveTextureSlot(0); + rlEnableTexture(gBuffer.positionTexture); + rlActiveTextureSlot(1); + rlEnableTexture(gBuffer.normalTexture); + rlActiveTextureSlot(2); + rlEnableTexture(gBuffer.albedoSpecTexture); + + // Finally, we draw a fullscreen quad to our default framebuffer + // This will now be shaded using our deferred shader + rlLoadDrawQuad(); + rlDisableShader(); + 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); + rlDisableFramebuffer(); + + // Since our shader is now done and disabled, we can draw our lights in default + // forward rendering + BeginMode3D(camera); + 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); + 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) { + .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) { + .id = gBuffer.normalTexture, + .width = screenWidth, + .height = screenHeight, + }, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE); + DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN); + break; + + case 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; + } + + DrawFPS(10, 10); + + 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); + EndDrawing(); + // ----------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadModel(model); // Unload the models + UnloadModel(cube); + + UnloadShader(deferredShader); // Unload shaders + UnloadShader(gbufferShader); + + // Unload geometry buffer and all attached textures + rlUnloadFramebuffer(gBuffer.framebuffer); + rlUnloadTexture(gBuffer.positionTexture); + rlUnloadTexture(gBuffer.normalTexture); + rlUnloadTexture(gBuffer.albedoSpecTexture); + rlUnloadTexture(gBuffer.depthRenderbuffer); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + diff --git a/examples/shaders/shaders_deferred_render.png b/examples/shaders/shaders_deferred_render.png new file mode 100644 index 000000000000..44129f0ff0ec Binary files /dev/null and b/examples/shaders/shaders_deferred_render.png differ