chore: clean recommit
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316
Examples/Shaders/ShadowmapRendering.cs
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316
Examples/Shaders/ShadowmapRendering.cs
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/*******************************************************************************************
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*
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* raylib [shaders] example - shadowmap rendering
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*
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* Example complexity rating: [★★★★] 4/4
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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 (@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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* Copyright (c) 2023-2025 TheManTheMythTheGameDev (@TheManTheMythTheGameDev)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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using static Raylib_cs.Raymath;
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using static Raylib_cs.Rlgl;
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namespace Examples.Shaders;
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public partial class ShadowmapRendering : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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private const int ShadowmapResolution = 1024;
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public string Name => "Shaders / Shadowmap Rendering";
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public string Title => "raylib [shaders] example - shadowmap rendering";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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private Camera3D camera;
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private Shader shadowShader;
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private Vector3 lightDir;
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private int lightDirLoc;
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private int lightVPLoc;
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private int shadowMapLoc;
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private Model cube;
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private Model robot;
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private unsafe ModelAnimation* anims;
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private int animCount;
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private RenderTexture2D shadowMap;
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private Camera3D lightCamera;
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private int frameCounter;
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private int textureActiveSlot;
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public unsafe void Init()
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{
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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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camera = new();
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camera.Position = new Vector3(10.0f, 10.0f, 10.0f);
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camera.Target = Vector3.Zero;
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camera.Projection = CameraProjection.Perspective;
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 45.0f;
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shadowShader = LoadShader(
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$"resources/shaders/glsl{GlslVersion}/shadowmap.vs",
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$"resources/shaders/glsl{GlslVersion}/shadowmap.fs"
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);
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shadowShader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shadowShader, "viewPos");
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lightDir = Vector3Normalize(new Vector3(0.35f, -1.0f, -0.35f));
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var lightColor = Color.White;
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var lightColorNormalized = ColorNormalize(lightColor);
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lightDirLoc = GetShaderLocation(shadowShader, "lightDir");
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var lightColLoc = GetShaderLocation(shadowShader, "lightColor");
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Raylib.SetShaderValue(shadowShader, lightDirLoc, lightDir, ShaderUniformDataType.Vec3);
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Raylib.SetShaderValue(shadowShader, lightColLoc, lightColorNormalized, ShaderUniformDataType.Vec4);
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var ambientLoc = GetShaderLocation(shadowShader, "ambient");
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var ambient = new[] { 0.1f, 0.1f, 0.1f, 1.0f };
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Raylib.SetShaderValue(shadowShader, ambientLoc, ambient, ShaderUniformDataType.Vec4);
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lightVPLoc = GetShaderLocation(shadowShader, "lightVP");
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shadowMapLoc = GetShaderLocation(shadowShader, "shadowMap");
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var shadowMapResolution = ShadowmapResolution;
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Raylib.SetShaderValue(shadowShader, GetShaderLocation(shadowShader, "shadowMapResolution"), shadowMapResolution, ShaderUniformDataType.Int);
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cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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cube.Materials[0].Shader = shadowShader;
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robot = LoadModel("resources/models/robot.glb");
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for (var 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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animCount = 0;
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anims = LoadModelAnimations("resources/models/robot.glb", ref animCount);
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shadowMap = LoadShadowmapRenderTexture(ShadowmapResolution, ShadowmapResolution);
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// For the shadowmapping algorithm, we will be rendering everything from the light's point of view
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lightCamera = new();
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lightCamera.Position = Vector3Scale(lightDir, -15.0f);
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lightCamera.Target = Vector3.Zero;
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lightCamera.Projection = CameraProjection.Orthographic; // Use an orthographic projection for directional lights
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lightCamera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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lightCamera.FovY = 20.0f;
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frameCounter = 0;
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textureActiveSlot = 10; // Can be anything 0 to 15, but 0 will probably be taken up
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}
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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var deltaTime = GetFrameTime();
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var cameraPos = camera.Position;
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Raylib.SetShaderValue(shadowShader, shadowShader.Locs[(int)ShaderLocationIndex.VectorView], cameraPos, ShaderUniformDataType.Vec3);
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UpdateCamera(ref camera, CameraMode.Orbital);
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frameCounter++;
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frameCounter %= anims[0].KeyFrameCount;
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UpdateModelAnimation(robot, anims[0], (float)frameCounter);
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// Move light with arrow keys
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const float cameraSpeed = 0.05f;
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if (IsKeyDown(KeyboardKey.Left))
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{
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if (lightDir.X < 0.6f)
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{
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lightDir.X += cameraSpeed * 60.0f * deltaTime;
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}
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}
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if (IsKeyDown(KeyboardKey.Right))
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{
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if (lightDir.X > -0.6f)
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{
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lightDir.X -= cameraSpeed * 60.0f * deltaTime;
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}
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}
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if (IsKeyDown(KeyboardKey.Up))
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{
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if (lightDir.Z < 0.6f)
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{
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lightDir.Z += cameraSpeed * 60.0f * deltaTime;
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}
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}
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if (IsKeyDown(KeyboardKey.Down))
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{
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if (lightDir.Z > -0.6f)
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{
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lightDir.Z -= cameraSpeed * 60.0f * deltaTime;
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}
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}
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lightDir = Vector3Normalize(lightDir);
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lightCamera.Position = Vector3Scale(lightDir, -15.0f);
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Raylib.SetShaderValue(shadowShader, lightDirLoc, lightDir, ShaderUniformDataType.Vec3);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// PASS 01: Render all objects into the shadowmap render texture
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// 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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Matrix4x4 lightView;
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Matrix4x4 lightProj;
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BeginTextureMode(shadowMap);
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ClearBackground(Color.White);
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BeginMode3D(lightCamera);
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lightView = GetMatrixModelview();
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lightProj = GetMatrixProjection();
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DrawScene(cube, robot);
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EndMode3D();
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EndTextureMode();
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var lightViewProj = MatrixMultiply(lightView, lightProj);
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// PASS 02: Draw the scene into main framebuffer, using the generated shadowmap
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj);
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EnableShader(shadowShader.Id);
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ActiveTextureSlot(textureActiveSlot);
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EnableTexture(shadowMap.Depth.Id);
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var slot = textureActiveSlot;
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SetUniform(shadowMapLoc, &slot, (int)ShaderUniformDataType.Int, 1);
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BeginMode3D(camera);
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DrawScene(cube, robot); // Draw the same exact things as we drew in the shadowmap!
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EndMode3D();
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DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, Color.Red);
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DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 280, screenHeight - 20, 10, Color.Gray);
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EndDrawing();
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if (IsKeyPressed(KeyboardKey.F))
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{
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TakeScreenshot("shaders_shadowmap.png");
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}
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//----------------------------------------------------------------------------------
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}
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public unsafe void Unload()
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{
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UnloadShader(shadowShader);
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UnloadModel(cube);
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UnloadModel(robot);
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UnloadModelAnimations(anims, animCount);
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UnloadShadowmapRenderTexture(shadowMap);
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}
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// Load render texture for shadowmap projection
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// NOTE: Load framebuffer with only a texture depth attachment,
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// no color attachment required for shadowmap
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private static unsafe RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
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{
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RenderTexture2D target = new();
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target.Id = LoadFramebuffer(); // Load an empty framebuffer
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target.Texture.Width = width;
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target.Texture.Height = height;
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if (target.Id > 0)
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{
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EnableFramebuffer(target.Id);
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// Create depth texture
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// NOTE: No need a color texture attachment for the shadowmap
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target.Depth.Id = LoadTextureDepth(width, height, false);
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target.Depth.Width = width;
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target.Depth.Height = height;
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target.Depth.Format = (PixelFormat)19; // DEPTH_COMPONENT_24BIT?
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target.Depth.Mipmaps = 1;
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// Attach depth texture to FBO
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FramebufferAttach(target.Id, target.Depth.Id, FramebufferAttachType.Depth, FramebufferAttachTextureType.Texture2D, 0);
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// Check if fbo is complete with attachments (valid)
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if (FramebufferComplete(target.Id) != 0)
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{
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TraceLog(TraceLogLevel.Info, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
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}
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DisableFramebuffer();
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}
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else
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{
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TraceLog(TraceLogLevel.Warning, "FBO: Framebuffer object can not be created");
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}
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return target;
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}
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// Unload shadowmap render texture from GPU memory (VRAM)
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private static void UnloadShadowmapRenderTexture(RenderTexture2D target)
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{
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if (target.Id > 0)
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{
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// NOTE: Depth texture/renderbuffer is automatically
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// queried and deleted before deleting framebuffer
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UnloadFramebuffer(target.Id);
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}
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}
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// Draw full scene projecting shadows
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// NOTE: Required to be called several time to generate shadowmap
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private static void DrawScene(Model cube, Model robot)
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{
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DrawModelEx(cube, Vector3.Zero, new Vector3(0.0f, 1.0f, 0.0f), 0.0f, new Vector3(10.0f, 1.0f, 10.0f), Color.Blue);
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DrawModelEx(cube, new Vector3(1.5f, 1.0f, -1.5f), new Vector3(0.0f, 1.0f, 0.0f), 0.0f, Vector3.One, Color.White);
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DrawModelEx(robot, new Vector3(0.0f, 0.5f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f), 0.0f, new Vector3(1.0f, 1.0f, 1.0f), Color.Red);
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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SetConfigFlags(ConfigFlags.Msaa4xHint);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap rendering");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new ShadowmapRendering();
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game.Init();
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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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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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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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}
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