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chore: clean recommit

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tiger tiger tiger 2026-07-07 23:47:38 +02:00
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/*******************************************************************************************
*
* raylib [shaders] example - shadowmap rendering
*
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 5.0, last time updated with raylib 5.0
*
* Example contributed by TheManTheMythTheGameDev (@TheManTheMythTheGameDev) 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) 2023-2025 TheManTheMythTheGameDev (@TheManTheMythTheGameDev)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath;
using static Raylib_cs.Rlgl;
namespace Examples.Shaders;
public partial class ShadowmapRendering : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
private const int ShadowmapResolution = 1024;
public string Name => "Shaders / Shadowmap Rendering";
public string Title => "raylib [shaders] example - shadowmap rendering";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
private Camera3D camera;
private Shader shadowShader;
private Vector3 lightDir;
private int lightDirLoc;
private int lightVPLoc;
private int shadowMapLoc;
private Model cube;
private Model robot;
private unsafe ModelAnimation* anims;
private int animCount;
private RenderTexture2D shadowMap;
private Camera3D lightCamera;
private int frameCounter;
private int textureActiveSlot;
public unsafe void Init()
{
// Shadows are a HUGE topic, and this example shows an extremely simple implementation of the shadowmapping algorithm,
// which is the industry standard for shadows. This algorithm can be extended in a ridiculous number of ways to improve
// realism and also adapt it for different scenes. This is pretty much the simplest possible implementation
camera = new();
camera.Position = new Vector3(10.0f, 10.0f, 10.0f);
camera.Target = Vector3.Zero;
camera.Projection = CameraProjection.Perspective;
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = 45.0f;
shadowShader = LoadShader(
$"resources/shaders/glsl{GlslVersion}/shadowmap.vs",
$"resources/shaders/glsl{GlslVersion}/shadowmap.fs"
);
shadowShader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shadowShader, "viewPos");
lightDir = Vector3Normalize(new Vector3(0.35f, -1.0f, -0.35f));
var lightColor = Color.White;
var lightColorNormalized = ColorNormalize(lightColor);
lightDirLoc = GetShaderLocation(shadowShader, "lightDir");
var lightColLoc = GetShaderLocation(shadowShader, "lightColor");
Raylib.SetShaderValue(shadowShader, lightDirLoc, lightDir, ShaderUniformDataType.Vec3);
Raylib.SetShaderValue(shadowShader, lightColLoc, lightColorNormalized, ShaderUniformDataType.Vec4);
var ambientLoc = GetShaderLocation(shadowShader, "ambient");
var ambient = new[] { 0.1f, 0.1f, 0.1f, 1.0f };
Raylib.SetShaderValue(shadowShader, ambientLoc, ambient, ShaderUniformDataType.Vec4);
lightVPLoc = GetShaderLocation(shadowShader, "lightVP");
shadowMapLoc = GetShaderLocation(shadowShader, "shadowMap");
var shadowMapResolution = ShadowmapResolution;
Raylib.SetShaderValue(shadowShader, GetShaderLocation(shadowShader, "shadowMapResolution"), shadowMapResolution, ShaderUniformDataType.Int);
cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
cube.Materials[0].Shader = shadowShader;
robot = LoadModel("resources/models/robot.glb");
for (var i = 0; i < robot.MaterialCount; i++)
{
robot.Materials[i].Shader = shadowShader;
}
animCount = 0;
anims = LoadModelAnimations("resources/models/robot.glb", ref animCount);
shadowMap = LoadShadowmapRenderTexture(ShadowmapResolution, ShadowmapResolution);
// For the shadowmapping algorithm, we will be rendering everything from the light's point of view
lightCamera = new();
lightCamera.Position = Vector3Scale(lightDir, -15.0f);
lightCamera.Target = Vector3.Zero;
lightCamera.Projection = CameraProjection.Orthographic; // Use an orthographic projection for directional lights
lightCamera.Up = new Vector3(0.0f, 1.0f, 0.0f);
lightCamera.FovY = 20.0f;
frameCounter = 0;
textureActiveSlot = 10; // Can be anything 0 to 15, but 0 will probably be taken up
}
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
var deltaTime = GetFrameTime();
var cameraPos = camera.Position;
Raylib.SetShaderValue(shadowShader, shadowShader.Locs[(int)ShaderLocationIndex.VectorView], cameraPos, ShaderUniformDataType.Vec3);
UpdateCamera(ref camera, CameraMode.Orbital);
frameCounter++;
frameCounter %= anims[0].KeyFrameCount;
UpdateModelAnimation(robot, anims[0], (float)frameCounter);
// Move light with arrow keys
const float cameraSpeed = 0.05f;
if (IsKeyDown(KeyboardKey.Left))
{
if (lightDir.X < 0.6f)
{
lightDir.X += cameraSpeed * 60.0f * deltaTime;
}
}
if (IsKeyDown(KeyboardKey.Right))
{
if (lightDir.X > -0.6f)
{
lightDir.X -= cameraSpeed * 60.0f * deltaTime;
}
}
if (IsKeyDown(KeyboardKey.Up))
{
if (lightDir.Z < 0.6f)
{
lightDir.Z += cameraSpeed * 60.0f * deltaTime;
}
}
if (IsKeyDown(KeyboardKey.Down))
{
if (lightDir.Z > -0.6f)
{
lightDir.Z -= cameraSpeed * 60.0f * deltaTime;
}
}
lightDir = Vector3Normalize(lightDir);
lightCamera.Position = Vector3Scale(lightDir, -15.0f);
Raylib.SetShaderValue(shadowShader, lightDirLoc, lightDir, ShaderUniformDataType.Vec3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// PASS 01: Render all objects into the shadowmap render texture
// We record all the objects' depths (as rendered from the light source's point of view) in a buffer
// Anything that is "visible" to the light is in light, anything that isn't is in shadow
// We can later use the depth buffer when rendering everything from the player's point of view
// to determine whether a given point is "visible" to the light
Matrix4x4 lightView;
Matrix4x4 lightProj;
BeginTextureMode(shadowMap);
ClearBackground(Color.White);
BeginMode3D(lightCamera);
lightView = GetMatrixModelview();
lightProj = GetMatrixProjection();
DrawScene(cube, robot);
EndMode3D();
EndTextureMode();
var lightViewProj = MatrixMultiply(lightView, lightProj);
// PASS 02: Draw the scene into main framebuffer, using the generated shadowmap
BeginDrawing();
ClearBackground(Color.RayWhite);
SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj);
EnableShader(shadowShader.Id);
ActiveTextureSlot(textureActiveSlot);
EnableTexture(shadowMap.Depth.Id);
var slot = textureActiveSlot;
SetUniform(shadowMapLoc, &slot, (int)ShaderUniformDataType.Int, 1);
BeginMode3D(camera);
DrawScene(cube, robot); // Draw the same exact things as we drew in the shadowmap!
EndMode3D();
DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, Color.Red);
DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 280, screenHeight - 20, 10, Color.Gray);
EndDrawing();
if (IsKeyPressed(KeyboardKey.F))
{
TakeScreenshot("shaders_shadowmap.png");
}
//----------------------------------------------------------------------------------
}
public unsafe void Unload()
{
UnloadShader(shadowShader);
UnloadModel(cube);
UnloadModel(robot);
UnloadModelAnimations(anims, animCount);
UnloadShadowmapRenderTexture(shadowMap);
}
// Load render texture for shadowmap projection
// NOTE: Load framebuffer with only a texture depth attachment,
// no color attachment required for shadowmap
private static unsafe RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
{
RenderTexture2D target = new();
target.Id = LoadFramebuffer(); // Load an empty framebuffer
target.Texture.Width = width;
target.Texture.Height = height;
if (target.Id > 0)
{
EnableFramebuffer(target.Id);
// Create depth texture
// NOTE: No need a color texture attachment for the shadowmap
target.Depth.Id = LoadTextureDepth(width, height, false);
target.Depth.Width = width;
target.Depth.Height = height;
target.Depth.Format = (PixelFormat)19; // DEPTH_COMPONENT_24BIT?
target.Depth.Mipmaps = 1;
// Attach depth texture to FBO
FramebufferAttach(target.Id, target.Depth.Id, FramebufferAttachType.Depth, FramebufferAttachTextureType.Texture2D, 0);
// Check if fbo is complete with attachments (valid)
if (FramebufferComplete(target.Id) != 0)
{
TraceLog(TraceLogLevel.Info, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
}
DisableFramebuffer();
}
else
{
TraceLog(TraceLogLevel.Warning, "FBO: Framebuffer object can not be created");
}
return target;
}
// Unload shadowmap render texture from GPU memory (VRAM)
private static void UnloadShadowmapRenderTexture(RenderTexture2D target)
{
if (target.Id > 0)
{
// NOTE: Depth texture/renderbuffer is automatically
// queried and deleted before deleting framebuffer
UnloadFramebuffer(target.Id);
}
}
// Draw full scene projecting shadows
// NOTE: Required to be called several time to generate shadowmap
private static void DrawScene(Model cube, Model robot)
{
DrawModelEx(cube, Vector3.Zero, new Vector3(0.0f, 1.0f, 0.0f), 0.0f, new Vector3(10.0f, 1.0f, 10.0f), Color.Blue);
DrawModelEx(cube, new Vector3(1.5f, 1.0f, -1.5f), new Vector3(0.0f, 1.0f, 0.0f), 0.0f, Vector3.One, Color.White);
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);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap rendering");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new ShadowmapRendering();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}