Fix files headers
This commit is contained in:
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4 changed files with 1629 additions and 1610 deletions
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@ -1,220 +1,227 @@
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/*******************************************************************************************
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*
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* raylib [other] example - 3d stencil buffer portal masking
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 6.0, last time updated with raylib 6.0
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*
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* Example contributed by PanicTitan (@PanicTitan) and reviewed by Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#include <math.h>
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// Standard OpenGL defines for Stencil Buffer and Face Culling
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#ifndef GL_STENCIL_TEST
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#define GL_STENCIL_TEST 0x0B90
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#define GL_STENCIL_BUFFER_BIT 0x00000400
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#define GL_DEPTH_BUFFER_BIT 0x00000100
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#define GL_CULL_FACE 0x0B44
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#define GL_BACK 0x0405
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#define GL_ALWAYS 0x0207
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#define GL_EQUAL 0x0202
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#define GL_REPLACE 0x1E01
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#define GL_KEEP 0x1E00
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#define GL_FALSE 0
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#define GL_TRUE 1
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#endif
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// External OpenGL function declarations
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#if defined(__cplusplus)
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extern "C" {
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#endif
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RLAPI void glEnable(unsigned int cap);
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RLAPI void glDisable(unsigned int cap);
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RLAPI void glClear(unsigned int mask);
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RLAPI void glStencilFunc(unsigned int func, int ref, unsigned int mask);
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RLAPI void glStencilOp(unsigned int sfail, unsigned int dpfail, unsigned int dppass);
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RLAPI void glColorMask(unsigned char red, unsigned char green, unsigned char blue, unsigned char alpha);
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RLAPI void glDepthMask(unsigned char flag);
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RLAPI void glCullFace(unsigned int mode);
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#if defined(__cplusplus)
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}
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#endif
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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static void DrawPortalMaskPlane(float width, float height);
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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 = 1280;
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const int screenHeight = 720;
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InitWindow(screenWidth, screenHeight, "raylib [rlgl] example - 3d stencil buffer portal");
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// Camera to navigate the 3D world
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Camera3D camera = { 0 };
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camera.position = (Vector3){ 0.0f, 2.5f, 7.0f };
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camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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DisableCursor(); // Lock cursor for first-person free camera controls
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SetTargetFPS(60); // Set target frame-rate
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//--------------------------------------------------------------------------------------
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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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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_FREE);
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float time = (float)GetTime();
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground((Color){ 15, 18, 26, 255 });
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// 1. Render Real World (Outside Portal)
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//------------------------------------------------------------------------------
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BeginMode3D(camera);
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DrawGrid(20, 1.0f);
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// Real world side pillars
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DrawCube((Vector3){ -3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, DARKGRAY);
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DrawCubeWires((Vector3){ -3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, ORANGE);
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DrawCube((Vector3){ 3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, DARKGRAY);
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DrawCubeWires((Vector3){ 3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, ORANGE);
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// Golden archway front frame
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DrawCubeWires((Vector3){ 0.0f, 2.0f, 0.0f }, 3.2f, 4.2f, 0.2f, GOLD);
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DrawCube((Vector3){ 0.0f, 0.05f, 0.0f }, 3.4f, 0.1f, 0.6f, MAROON);
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// Solid back wall for the portal (visible when viewing from behind)
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DrawCube((Vector3){ 0.0f, 2.0f, -0.05f }, 3.1f, 4.1f, 0.05f, DARKBLUE);
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EndMode3D();
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// Flush pending render batch before modifying OpenGL stencil state
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rlDrawRenderBatchActive();
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// 2. Stencil Mask Pass (Write Portal Doorway to Stencil Buffer)
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//------------------------------------------------------------------------------
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glEnable(GL_STENCIL_TEST);
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glClear(GL_STENCIL_BUFFER_BIT); // Reset stencil mask buffer to 0
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// Enable backface culling so the back of the portal plane does not register
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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// Stencil settings: write '1' everywhere mask geometry is drawn
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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// Disable color and depth writes (mask geometry remains invisible)
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_FALSE);
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BeginMode3D(camera);
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// Draw single-sided 2D quad mask plane facing +Z
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DrawPortalMaskPlane(3.0f, 4.0f);
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EndMode3D();
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rlDrawRenderBatchActive();
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// Restore culling state
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glDisable(GL_CULL_FACE);
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// 3. Render Secret World (Only where Stencil == 1)
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//------------------------------------------------------------------------------
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// Restore color and depth writing
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(GL_TRUE);
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// Only render fragments where stencil buffer is equal to 1
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glStencilFunc(GL_EQUAL, 1, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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// Clear depth buffer in stencil region so inner geometry renders properly
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glClear(GL_DEPTH_BUFFER_BIT);
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BeginMode3D(camera);
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// Secret world neon grid floor
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DrawGrid(30, 0.8f);
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// Floating pulsing core sphere inside alternate dimension
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Vector3 corePos = { 0.0f, 2.0f + sinf(time * 2.5f) * 0.4f, -4.0f };
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DrawSphere(corePos, 1.2f, PURPLE);
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DrawSphereWires(corePos, 1.25f, 16, 16, MAGENTA);
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// Orbiting green cubes in alternate dimension
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for (int i = 0; i < 4; i++)
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{
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float angle = time * 1.5f + i * (PI / 2.0f);
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Vector3 pos = {
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sinf(angle) * 2.5f,
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2.0f + cosf(time * 3.0f + i) * 0.5f,
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-4.0f + cosf(angle) * 2.5f
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};
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DrawCube(pos, 0.5f, 0.5f, 0.5f, LIME);
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DrawCubeWires(pos, 0.52f, 0.52f, 0.52f, DARKGREEN);
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}
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EndMode3D();
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rlDrawRenderBatchActive();
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// 4. Cleanup & 2D HUD Overlay
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//------------------------------------------------------------------------------
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glDisable(GL_STENCIL_TEST);
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// Overlay HUD
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DrawRectangle(15, 15, 420, 85, Fade(BLACK, 0.75f));
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DrawRectangleLines(15, 15, 420, 85, GOLD);
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DrawText("3D STENCIL PORTAL DEMO", 28, 25, 20, GOLD);
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DrawText("Look through the golden arch into Dimension B", 28, 52, 14, RAYWHITE);
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DrawText("Controls: Mouse to look | WASD / Keys to move", 28, 72, 12, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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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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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Draw a single 1-sided 2D quad plane facing +Z used for stencil masking
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static void DrawPortalMaskPlane(float width, float height)
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{
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float hw = width / 2.0f;
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rlBegin(RL_QUADS);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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// Counter-Clockwise (CCW) vertex order = Front Face
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rlVertex3f(-hw, 0.0f, 0.0f);
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rlVertex3f( hw, 0.0f, 0.0f);
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rlVertex3f( hw, height, 0.0f);
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rlVertex3f(-hw, height, 0.0f);
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rlEnd();
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/*******************************************************************************************
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*
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* raylib [other] example - 3d stencil buffer portal masking
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*
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* Example demonstrates 3D stencil buffer portal masking.
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 6.0, last time updated with raylib 6.0
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*
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* Example contributed by PanicTitan (@PanicTitan) 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) 2025 PanicTitan (@PanicTitan)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#include <math.h>
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// Standard OpenGL defines for Stencil Buffer and Face Culling
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#ifndef GL_STENCIL_TEST
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#define GL_STENCIL_TEST 0x0B90
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#define GL_STENCIL_BUFFER_BIT 0x00000400
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#define GL_DEPTH_BUFFER_BIT 0x00000100
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#define GL_CULL_FACE 0x0B44
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#define GL_BACK 0x0405
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#define GL_ALWAYS 0x0207
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#define GL_EQUAL 0x0202
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#define GL_REPLACE 0x1E01
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#define GL_KEEP 0x1E00
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#define GL_FALSE 0
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#define GL_TRUE 1
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#endif
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// External OpenGL function declarations
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#if defined(__cplusplus)
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extern "C" {
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#endif
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RLAPI void glEnable(unsigned int cap);
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RLAPI void glDisable(unsigned int cap);
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RLAPI void glClear(unsigned int mask);
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RLAPI void glStencilFunc(unsigned int func, int ref, unsigned int mask);
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RLAPI void glStencilOp(unsigned int sfail, unsigned int dpfail, unsigned int dppass);
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RLAPI void glColorMask(unsigned char red, unsigned char green, unsigned char blue, unsigned char alpha);
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RLAPI void glDepthMask(unsigned char flag);
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RLAPI void glCullFace(unsigned int mode);
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#if defined(__cplusplus)
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}
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#endif
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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static void DrawPortalMaskPlane(float width, float height);
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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 = 1280;
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const int screenHeight = 720;
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InitWindow(screenWidth, screenHeight, "raylib [rlgl] example - 3d stencil buffer portal");
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// Camera to navigate the 3D world
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Camera3D camera = { 0 };
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camera.position = (Vector3){ 0.0f, 2.5f, 7.0f };
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camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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DisableCursor(); // Lock cursor for first-person free camera controls
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SetTargetFPS(60); // Set target frame-rate
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//--------------------------------------------------------------------------------------
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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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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_FREE);
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float time = (float)GetTime();
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground((Color){ 15, 18, 26, 255 });
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// 1. Render Real World (Outside Portal)
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//------------------------------------------------------------------------------
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BeginMode3D(camera);
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DrawGrid(20, 1.0f);
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// Real world side pillars
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DrawCube((Vector3){ -3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, DARKGRAY);
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DrawCubeWires((Vector3){ -3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, ORANGE);
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DrawCube((Vector3){ 3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, DARKGRAY);
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DrawCubeWires((Vector3){ 3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, ORANGE);
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// Golden archway front frame
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DrawCubeWires((Vector3){ 0.0f, 2.0f, 0.0f }, 3.2f, 4.2f, 0.2f, GOLD);
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DrawCube((Vector3){ 0.0f, 0.05f, 0.0f }, 3.4f, 0.1f, 0.6f, MAROON);
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// Solid back wall for the portal (visible when viewing from behind)
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DrawCube((Vector3){ 0.0f, 2.0f, -0.05f }, 3.1f, 4.1f, 0.05f, DARKBLUE);
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EndMode3D();
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// Flush pending render batch before modifying OpenGL stencil state
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rlDrawRenderBatchActive();
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// 2. Stencil Mask Pass (Write Portal Doorway to Stencil Buffer)
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//------------------------------------------------------------------------------
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glEnable(GL_STENCIL_TEST);
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glClear(GL_STENCIL_BUFFER_BIT); // Reset stencil mask buffer to 0
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// Enable backface culling so the back of the portal plane does not register
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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// Stencil settings: write '1' everywhere mask geometry is drawn
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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// Disable color and depth writes (mask geometry remains invisible)
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_FALSE);
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BeginMode3D(camera);
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// Draw single-sided 2D quad mask plane facing +Z
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DrawPortalMaskPlane(3.0f, 4.0f);
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EndMode3D();
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rlDrawRenderBatchActive();
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// Restore culling state
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glDisable(GL_CULL_FACE);
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// 3. Render Secret World (Only where Stencil == 1)
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//------------------------------------------------------------------------------
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// Restore color and depth writing
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(GL_TRUE);
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// Only render fragments where stencil buffer is equal to 1
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glStencilFunc(GL_EQUAL, 1, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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// Clear depth buffer in stencil region so inner geometry renders properly
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glClear(GL_DEPTH_BUFFER_BIT);
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BeginMode3D(camera);
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// Secret world neon grid floor
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DrawGrid(30, 0.8f);
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// Floating pulsing core sphere inside alternate dimension
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Vector3 corePos = { 0.0f, 2.0f + sinf(time * 2.5f) * 0.4f, -4.0f };
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DrawSphere(corePos, 1.2f, PURPLE);
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DrawSphereWires(corePos, 1.25f, 16, 16, MAGENTA);
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// Orbiting green cubes in alternate dimension
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for (int i = 0; i < 4; i++)
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{
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float angle = time * 1.5f + i * (PI / 2.0f);
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Vector3 pos = {
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sinf(angle) * 2.5f,
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2.0f + cosf(time * 3.0f + i) * 0.5f,
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-4.0f + cosf(angle) * 2.5f
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};
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DrawCube(pos, 0.5f, 0.5f, 0.5f, LIME);
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DrawCubeWires(pos, 0.52f, 0.52f, 0.52f, DARKGREEN);
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}
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EndMode3D();
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rlDrawRenderBatchActive();
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// 4. Cleanup & 2D HUD Overlay
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//------------------------------------------------------------------------------
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glDisable(GL_STENCIL_TEST);
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// Overlay HUD
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DrawRectangle(15, 15, 420, 85, Fade(BLACK, 0.75f));
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DrawRectangleLines(15, 15, 420, 85, GOLD);
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DrawText("3D STENCIL PORTAL DEMO", 28, 25, 20, GOLD);
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DrawText("Look through the golden arch into Dimension B", 28, 52, 14, RAYWHITE);
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DrawText("Controls: Mouse to look | WASD / Keys to move", 28, 72, 12, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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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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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Draw a single 1-sided 2D quad plane facing +Z used for stencil masking
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static void DrawPortalMaskPlane(float width, float height)
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{
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float hw = width / 2.0f;
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rlBegin(RL_QUADS);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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// Counter-Clockwise (CCW) vertex order = Front Face
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rlVertex3f(-hw, 0.0f, 0.0f);
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rlVertex3f( hw, 0.0f, 0.0f);
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rlVertex3f( hw, height, 0.0f);
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rlVertex3f(-hw, height, 0.0f);
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rlEnd();
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}
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@ -1,311 +1,315 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - forward multi-lighting with bloom
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*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* NOTE: Forward multi-point lighting combined with specular highlights and post-processing
|
||||
* tone-mapped bloom shader pass using offscreen render textures.
|
||||
*
|
||||
* Example contributed by PanicTitan and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#include <stdlib.h> // Required for: NULL
|
||||
#include <math.h> // Required for: sinf(), cosf()
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION "#version 330\n"
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION "#version 300 es\nprecision mediump float;\n"
|
||||
#endif
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Global Definitions
|
||||
//--------------------------------------------------------------------------------------
|
||||
#define MAX_LIGHTS 8
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Embedded Shader Sources
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Forward Vertex Shader
|
||||
static const char *multiLightVS = GLSL_VERSION
|
||||
"in vec3 vertexPosition;\n"
|
||||
"in vec2 vertexTexCoord;\n"
|
||||
"in vec3 vertexNormal;\n"
|
||||
"\n"
|
||||
"out vec3 fragPosition;\n"
|
||||
"out vec3 fragNormal;\n"
|
||||
"out vec2 fragTexCoord;\n"
|
||||
"\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"uniform mat4 matModel;\n"
|
||||
"\n"
|
||||
"void main() {\n"
|
||||
" fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));\n"
|
||||
" fragNormal = normalize(vec3(matModel * vec4(vertexNormal, 0.0)));\n"
|
||||
" fragTexCoord = vertexTexCoord;\n"
|
||||
" gl_Position = mvp * vec4(vertexPosition, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
// Forward Fragment Shader (Point Light Falloff & Blinn-Phong Specular)
|
||||
static const char *multiLightFS = GLSL_VERSION
|
||||
"in vec3 fragPosition;\n"
|
||||
"in vec3 fragNormal;\n"
|
||||
"in vec2 fragTexCoord;\n"
|
||||
"\n"
|
||||
"out vec4 finalColor;\n"
|
||||
"\n"
|
||||
"uniform sampler2D texture0;\n"
|
||||
"uniform vec3 viewPos;\n"
|
||||
"uniform vec3 lightPositions[8];\n"
|
||||
"uniform vec3 lightColors[8];\n"
|
||||
"\n"
|
||||
"void main() {\n"
|
||||
" vec4 texColor = texture(texture0, fragTexCoord);\n"
|
||||
" vec3 norm = normalize(fragNormal);\n"
|
||||
" vec3 viewDir = normalize(viewPos - fragPosition);\n"
|
||||
"\n"
|
||||
" // Dark ambient baseline\n"
|
||||
" vec3 ambient = 0.05 * texColor.rgb;\n"
|
||||
" vec3 totalDiffuse = vec3(0.0);\n"
|
||||
" vec3 totalSpecular = vec3(0.0);\n"
|
||||
"\n"
|
||||
" for (int i = 0; i < 8; i++) {\n"
|
||||
" vec3 lightDir = normalize(lightPositions[i] - fragPosition);\n"
|
||||
" float dist = length(lightPositions[i] - fragPosition);\n"
|
||||
" \n"
|
||||
" // Attenuation calculation\n"
|
||||
" float attenuation = 1.0 / (1.0 + 0.8 * dist + 0.4 * dist * dist);\n"
|
||||
"\n"
|
||||
" // Diffuse Shading\n"
|
||||
" float diff = max(dot(norm, lightDir), 0.0);\n"
|
||||
" totalDiffuse += diff * lightColors[i] * attenuation * 1.2;\n"
|
||||
"\n"
|
||||
" // Blinn-Phong Specular\n"
|
||||
" vec3 halfwayDir = normalize(lightDir + viewDir);\n"
|
||||
" float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);\n"
|
||||
" totalSpecular += spec * lightColors[i] * attenuation * 0.8;\n"
|
||||
" }\n"
|
||||
"\n"
|
||||
" vec3 result = ambient + (totalDiffuse * texColor.rgb) + totalSpecular;\n"
|
||||
" finalColor = vec4(result, texColor.a);\n"
|
||||
"}\n";
|
||||
|
||||
// Tone-Mapped Kawase Bloom Fragment Shader
|
||||
static const char *bloomFS = GLSL_VERSION
|
||||
"in vec2 fragTexCoord;\n"
|
||||
"out vec4 finalColor;\n"
|
||||
"\n"
|
||||
"uniform sampler2D texture0;\n"
|
||||
"\n"
|
||||
"void main() {\n"
|
||||
" vec2 uv = fragTexCoord;\n"
|
||||
" vec4 color = texture(texture0, uv);\n"
|
||||
"\n"
|
||||
" // High-pass threshold check (pixels brighter than 0.75)\n"
|
||||
" vec4 bloom = vec4(0.0);\n"
|
||||
" vec2 texel = vec2(1.0 / 1280.0, 1.0 / 720.0) * 2.5;\n"
|
||||
"\n"
|
||||
" for (int x = -2; x <= 2; x++) {\n"
|
||||
" for (int y = -2; y <= 2; y++) {\n"
|
||||
" vec4 smp = texture(texture0, uv + vec2(x, y) * texel);\n"
|
||||
" float brightness = max(smp.r, max(smp.g, smp.b));\n"
|
||||
" if (brightness > 0.75) bloom += smp;\n"
|
||||
" }\n"
|
||||
" }\n"
|
||||
" bloom /= 25.0;\n"
|
||||
"\n"
|
||||
" // Combine original with soft bloom glow\n"
|
||||
" vec3 HDR = color.rgb + bloom.rgb * 1.2;\n"
|
||||
"\n"
|
||||
" // Reinhard Tone Mapping\n"
|
||||
" vec3 LDR = HDR / (HDR + vec3(1.0));\n"
|
||||
"\n"
|
||||
" finalColor = vec4(LDR, color.a);\n"
|
||||
"}\n";
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//--------------------------------------------------------------------------------------
|
||||
typedef struct AppContext {
|
||||
Camera camera; // 3D scene camera
|
||||
RenderTexture2D fbo; // Offscreen render target
|
||||
Shader lightShader; // Multi-light forward shader
|
||||
Shader bloomShader; // Bloom post-processing shader
|
||||
Model cubeModel; // Center cube mesh model
|
||||
Model floorModel; // Ground plane mesh model
|
||||
|
||||
int lightPosLoc; // Uniform location: light positions
|
||||
int lightColLoc; // Uniform location: light colors
|
||||
int viewPosLoc; // Uniform location: view position
|
||||
|
||||
Vector3 lightPositions[MAX_LIGHTS]; // Array of point light positions
|
||||
Vector3 lightColors[MAX_LIGHTS]; // Array of point light RGB colors
|
||||
} AppContext;
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Module Global Variables
|
||||
//--------------------------------------------------------------------------------------
|
||||
static AppContext g_App = { 0 };
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//--------------------------------------------------------------------------------------
|
||||
void UpdateDrawFrame(void); // Main frame loop (web & desktop)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 1280;
|
||||
const int screenHeight = 720;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - forward multi-lighting bloom");
|
||||
|
||||
// Camera setup
|
||||
g_App.camera.position = (Vector3){ 0.0f, 5.0f, 9.0f };
|
||||
g_App.camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };
|
||||
g_App.camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
g_App.camera.fovy = 45.0f;
|
||||
g_App.camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Load render target for multi-pass bloom
|
||||
g_App.fbo = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
// Load custom shaders from memory strings
|
||||
g_App.lightShader = LoadShaderFromMemory(multiLightVS, multiLightFS);
|
||||
g_App.bloomShader = LoadShaderFromMemory(NULL, bloomFS);
|
||||
|
||||
// Create models and attach custom lighting shader
|
||||
g_App.cubeModel = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));
|
||||
g_App.floorModel = LoadModelFromMesh(GenMeshPlane(14.0f, 14.0f, 1, 1));
|
||||
g_App.cubeModel.materials[0].shader = g_App.lightShader;
|
||||
g_App.floorModel.materials[0].shader = g_App.lightShader;
|
||||
|
||||
// Fetch shader uniform locations
|
||||
g_App.lightPosLoc = GetShaderLocation(g_App.lightShader, "lightPositions");
|
||||
g_App.lightColLoc = GetShaderLocation(g_App.lightShader, "lightColors");
|
||||
g_App.viewPosLoc = GetShaderLocation(g_App.lightShader, "viewPos");
|
||||
|
||||
// Initialize 8 vivid light colors
|
||||
g_App.lightColors[0] = (Vector3){ 1.0f, 0.2f, 0.2f }; // Red
|
||||
g_App.lightColors[1] = (Vector3){ 0.2f, 1.0f, 0.3f }; // Green
|
||||
g_App.lightColors[2] = (Vector3){ 0.2f, 0.5f, 1.0f }; // Blue
|
||||
g_App.lightColors[3] = (Vector3){ 1.0f, 0.8f, 0.1f }; // Yellow
|
||||
g_App.lightColors[4] = (Vector3){ 1.0f, 0.1f, 0.8f }; // Magenta
|
||||
g_App.lightColors[5] = (Vector3){ 0.1f, 1.0f, 1.0f }; // Cyan
|
||||
g_App.lightColors[6] = (Vector3){ 1.0f, 0.4f, 0.1f }; // Orange
|
||||
g_App.lightColors[7] = (Vector3){ 0.7f, 0.2f, 1.0f }; // Purple
|
||||
|
||||
SetShaderValueV(g_App.lightShader, g_App.lightColLoc, g_App.lightColors, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
#if defined(PLATFORM_WEB)
|
||||
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
|
||||
#else
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
UpdateDrawFrame();
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(g_App.cubeModel);
|
||||
UnloadModel(g_App.floorModel);
|
||||
UnloadShader(g_App.lightShader);
|
||||
UnloadShader(g_App.bloomShader);
|
||||
UnloadRenderTexture(g_App.fbo);
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Frame Update and Render Logic
|
||||
//--------------------------------------------------------------------------------------
|
||||
void UpdateDrawFrame(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&g_App.camera, CAMERA_ORBITAL);
|
||||
float time = (float)GetTime();
|
||||
|
||||
// Orbital path calculation for point lights
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
float angle = (i / (float)MAX_LIGHTS) * 2.0f * PI + time * 0.6f;
|
||||
float radius = 4.2f + sinf(time * 1.2f + i) * 0.4f;
|
||||
float height = 1.0f + sinf(time * 1.8f + i) * 0.6f;
|
||||
g_App.lightPositions[i] = (Vector3){ sinf(angle) * radius, height, cosf(angle) * radius };
|
||||
}
|
||||
|
||||
SetShaderValueV(g_App.lightShader, g_App.lightPosLoc, g_App.lightPositions, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
|
||||
SetShaderValue(g_App.lightShader, g_App.viewPosLoc, &g_App.camera.position, SHADER_UNIFORM_VEC3);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// PASS 1: RENDER SCENE TO OFFSCREEN FBO
|
||||
BeginTextureMode(g_App.fbo);
|
||||
|
||||
ClearBackground((Color){ 12, 12, 18, 255 });
|
||||
|
||||
BeginMode3D(g_App.camera);
|
||||
|
||||
DrawModel(g_App.cubeModel, (Vector3){ 0.0f, 1.0f, 0.0f }, 1.0f, GRAY);
|
||||
DrawModel(g_App.floorModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, DARKGRAY);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
// Draw glowing orb bulbs at light origins
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
Color bulbColor = (Color){
|
||||
(unsigned char)(g_App.lightColors[i].x * 255),
|
||||
(unsigned char)(g_App.lightColors[i].y * 255),
|
||||
(unsigned char)(g_App.lightColors[i].z * 255),
|
||||
255
|
||||
};
|
||||
DrawSphere(g_App.lightPositions[i], 0.15f, bulbColor);
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
// PASS 2: PRESENT WITH TONE-MAPPED BLOOM
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
Rectangle srcRec = (Rectangle){ 0, 0, (float)g_App.fbo.texture.width, (float)-g_App.fbo.texture.height };
|
||||
|
||||
BeginShaderMode(g_App.bloomShader);
|
||||
DrawTextureRec(g_App.fbo.texture, srcRec, (Vector2){ 0, 0 }, WHITE);
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("BALANCED MULTI-LIGHT + REINHARD TONE MAPPED BLOOM", 20, 20, 20, GREEN);
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - forward multi-lighting with bloom
|
||||
*
|
||||
* Example demonstrates forward multi-point lighting with bloom post-processing.
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* Example contributed by PanicTitan (@PanicTitan) 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) 2025 PanicTitan (@PanicTitan)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#include <stdlib.h> // Required for: NULL
|
||||
#include <math.h> // Required for: sinf(), cosf()
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION "#version 330\n"
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION "#version 300 es\nprecision mediump float;\n"
|
||||
#endif
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Global Definitions
|
||||
//--------------------------------------------------------------------------------------
|
||||
#define MAX_LIGHTS 8
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Embedded Shader Sources
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Forward Vertex Shader
|
||||
static const char *multiLightVS = GLSL_VERSION
|
||||
"in vec3 vertexPosition;\n"
|
||||
"in vec2 vertexTexCoord;\n"
|
||||
"in vec3 vertexNormal;\n"
|
||||
"\n"
|
||||
"out vec3 fragPosition;\n"
|
||||
"out vec3 fragNormal;\n"
|
||||
"out vec2 fragTexCoord;\n"
|
||||
"\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"uniform mat4 matModel;\n"
|
||||
"\n"
|
||||
"void main() {\n"
|
||||
" fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));\n"
|
||||
" fragNormal = normalize(vec3(matModel * vec4(vertexNormal, 0.0)));\n"
|
||||
" fragTexCoord = vertexTexCoord;\n"
|
||||
" gl_Position = mvp * vec4(vertexPosition, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
// Forward Fragment Shader (Point Light Falloff & Blinn-Phong Specular)
|
||||
static const char *multiLightFS = GLSL_VERSION
|
||||
"in vec3 fragPosition;\n"
|
||||
"in vec3 fragNormal;\n"
|
||||
"in vec2 fragTexCoord;\n"
|
||||
"\n"
|
||||
"out vec4 finalColor;\n"
|
||||
"\n"
|
||||
"uniform sampler2D texture0;\n"
|
||||
"uniform vec3 viewPos;\n"
|
||||
"uniform vec3 lightPositions[8];\n"
|
||||
"uniform vec3 lightColors[8];\n"
|
||||
"\n"
|
||||
"void main() {\n"
|
||||
" vec4 texColor = texture(texture0, fragTexCoord);\n"
|
||||
" vec3 norm = normalize(fragNormal);\n"
|
||||
" vec3 viewDir = normalize(viewPos - fragPosition);\n"
|
||||
"\n"
|
||||
" // Dark ambient baseline\n"
|
||||
" vec3 ambient = 0.05 * texColor.rgb;\n"
|
||||
" vec3 totalDiffuse = vec3(0.0);\n"
|
||||
" vec3 totalSpecular = vec3(0.0);\n"
|
||||
"\n"
|
||||
" for (int i = 0; i < 8; i++) {\n"
|
||||
" vec3 lightDir = normalize(lightPositions[i] - fragPosition);\n"
|
||||
" float dist = length(lightPositions[i] - fragPosition);\n"
|
||||
" \n"
|
||||
" // Attenuation calculation\n"
|
||||
" float attenuation = 1.0 / (1.0 + 0.8 * dist + 0.4 * dist * dist);\n"
|
||||
"\n"
|
||||
" // Diffuse Shading\n"
|
||||
" float diff = max(dot(norm, lightDir), 0.0);\n"
|
||||
" totalDiffuse += diff * lightColors[i] * attenuation * 1.2;\n"
|
||||
"\n"
|
||||
" // Blinn-Phong Specular\n"
|
||||
" vec3 halfwayDir = normalize(lightDir + viewDir);\n"
|
||||
" float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);\n"
|
||||
" totalSpecular += spec * lightColors[i] * attenuation * 0.8;\n"
|
||||
" }\n"
|
||||
"\n"
|
||||
" vec3 result = ambient + (totalDiffuse * texColor.rgb) + totalSpecular;\n"
|
||||
" finalColor = vec4(result, texColor.a);\n"
|
||||
"}\n";
|
||||
|
||||
// Tone-Mapped Kawase Bloom Fragment Shader
|
||||
static const char *bloomFS = GLSL_VERSION
|
||||
"in vec2 fragTexCoord;\n"
|
||||
"out vec4 finalColor;\n"
|
||||
"\n"
|
||||
"uniform sampler2D texture0;\n"
|
||||
"\n"
|
||||
"void main() {\n"
|
||||
" vec2 uv = fragTexCoord;\n"
|
||||
" vec4 color = texture(texture0, uv);\n"
|
||||
"\n"
|
||||
" // High-pass threshold check (pixels brighter than 0.75)\n"
|
||||
" vec4 bloom = vec4(0.0);\n"
|
||||
" vec2 texel = vec2(1.0 / 1280.0, 1.0 / 720.0) * 2.5;\n"
|
||||
"\n"
|
||||
" for (int x = -2; x <= 2; x++) {\n"
|
||||
" for (int y = -2; y <= 2; y++) {\n"
|
||||
" vec4 smp = texture(texture0, uv + vec2(x, y) * texel);\n"
|
||||
" float brightness = max(smp.r, max(smp.g, smp.b));\n"
|
||||
" if (brightness > 0.75) bloom += smp;\n"
|
||||
" }\n"
|
||||
" }\n"
|
||||
" bloom /= 25.0;\n"
|
||||
"\n"
|
||||
" // Combine original with soft bloom glow\n"
|
||||
" vec3 HDR = color.rgb + bloom.rgb * 1.2;\n"
|
||||
"\n"
|
||||
" // Reinhard Tone Mapping\n"
|
||||
" vec3 LDR = HDR / (HDR + vec3(1.0));\n"
|
||||
"\n"
|
||||
" finalColor = vec4(LDR, color.a);\n"
|
||||
"}\n";
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//--------------------------------------------------------------------------------------
|
||||
typedef struct AppContext {
|
||||
Camera camera; // 3D scene camera
|
||||
RenderTexture2D fbo; // Offscreen render target
|
||||
Shader lightShader; // Multi-light forward shader
|
||||
Shader bloomShader; // Bloom post-processing shader
|
||||
Model cubeModel; // Center cube mesh model
|
||||
Model floorModel; // Ground plane mesh model
|
||||
|
||||
int lightPosLoc; // Uniform location: light positions
|
||||
int lightColLoc; // Uniform location: light colors
|
||||
int viewPosLoc; // Uniform location: view position
|
||||
|
||||
Vector3 lightPositions[MAX_LIGHTS]; // Array of point light positions
|
||||
Vector3 lightColors[MAX_LIGHTS]; // Array of point light RGB colors
|
||||
} AppContext;
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Module Global Variables
|
||||
//--------------------------------------------------------------------------------------
|
||||
static AppContext g_App = { 0 };
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//--------------------------------------------------------------------------------------
|
||||
void UpdateDrawFrame(void); // Main frame loop (web & desktop)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 1280;
|
||||
const int screenHeight = 720;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - forward multi-lighting bloom");
|
||||
|
||||
// Camera setup
|
||||
g_App.camera.position = (Vector3){ 0.0f, 5.0f, 9.0f };
|
||||
g_App.camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };
|
||||
g_App.camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
g_App.camera.fovy = 45.0f;
|
||||
g_App.camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Load render target for multi-pass bloom
|
||||
g_App.fbo = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
// Load custom shaders from memory strings
|
||||
g_App.lightShader = LoadShaderFromMemory(multiLightVS, multiLightFS);
|
||||
g_App.bloomShader = LoadShaderFromMemory(NULL, bloomFS);
|
||||
|
||||
// Create models and attach custom lighting shader
|
||||
g_App.cubeModel = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));
|
||||
g_App.floorModel = LoadModelFromMesh(GenMeshPlane(14.0f, 14.0f, 1, 1));
|
||||
g_App.cubeModel.materials[0].shader = g_App.lightShader;
|
||||
g_App.floorModel.materials[0].shader = g_App.lightShader;
|
||||
|
||||
// Fetch shader uniform locations
|
||||
g_App.lightPosLoc = GetShaderLocation(g_App.lightShader, "lightPositions");
|
||||
g_App.lightColLoc = GetShaderLocation(g_App.lightShader, "lightColors");
|
||||
g_App.viewPosLoc = GetShaderLocation(g_App.lightShader, "viewPos");
|
||||
|
||||
// Initialize 8 vivid light colors
|
||||
g_App.lightColors[0] = (Vector3){ 1.0f, 0.2f, 0.2f }; // Red
|
||||
g_App.lightColors[1] = (Vector3){ 0.2f, 1.0f, 0.3f }; // Green
|
||||
g_App.lightColors[2] = (Vector3){ 0.2f, 0.5f, 1.0f }; // Blue
|
||||
g_App.lightColors[3] = (Vector3){ 1.0f, 0.8f, 0.1f }; // Yellow
|
||||
g_App.lightColors[4] = (Vector3){ 1.0f, 0.1f, 0.8f }; // Magenta
|
||||
g_App.lightColors[5] = (Vector3){ 0.1f, 1.0f, 1.0f }; // Cyan
|
||||
g_App.lightColors[6] = (Vector3){ 1.0f, 0.4f, 0.1f }; // Orange
|
||||
g_App.lightColors[7] = (Vector3){ 0.7f, 0.2f, 1.0f }; // Purple
|
||||
|
||||
SetShaderValueV(g_App.lightShader, g_App.lightColLoc, g_App.lightColors, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
#if defined(PLATFORM_WEB)
|
||||
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
|
||||
#else
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
UpdateDrawFrame();
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(g_App.cubeModel);
|
||||
UnloadModel(g_App.floorModel);
|
||||
UnloadShader(g_App.lightShader);
|
||||
UnloadShader(g_App.bloomShader);
|
||||
UnloadRenderTexture(g_App.fbo);
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Frame Update and Render Logic
|
||||
//--------------------------------------------------------------------------------------
|
||||
void UpdateDrawFrame(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&g_App.camera, CAMERA_ORBITAL);
|
||||
float time = (float)GetTime();
|
||||
|
||||
// Orbital path calculation for point lights
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
float angle = (i / (float)MAX_LIGHTS) * 2.0f * PI + time * 0.6f;
|
||||
float radius = 4.2f + sinf(time * 1.2f + i) * 0.4f;
|
||||
float height = 1.0f + sinf(time * 1.8f + i) * 0.6f;
|
||||
g_App.lightPositions[i] = (Vector3){ sinf(angle) * radius, height, cosf(angle) * radius };
|
||||
}
|
||||
|
||||
SetShaderValueV(g_App.lightShader, g_App.lightPosLoc, g_App.lightPositions, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
|
||||
SetShaderValue(g_App.lightShader, g_App.viewPosLoc, &g_App.camera.position, SHADER_UNIFORM_VEC3);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// PASS 1: RENDER SCENE TO OFFSCREEN FBO
|
||||
BeginTextureMode(g_App.fbo);
|
||||
|
||||
ClearBackground((Color){ 12, 12, 18, 255 });
|
||||
|
||||
BeginMode3D(g_App.camera);
|
||||
|
||||
DrawModel(g_App.cubeModel, (Vector3){ 0.0f, 1.0f, 0.0f }, 1.0f, GRAY);
|
||||
DrawModel(g_App.floorModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, DARKGRAY);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
// Draw glowing orb bulbs at light origins
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
Color bulbColor = (Color){
|
||||
(unsigned char)(g_App.lightColors[i].x * 255),
|
||||
(unsigned char)(g_App.lightColors[i].y * 255),
|
||||
(unsigned char)(g_App.lightColors[i].z * 255),
|
||||
255
|
||||
};
|
||||
DrawSphere(g_App.lightPositions[i], 0.15f, bulbColor);
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
// PASS 2: PRESENT WITH TONE-MAPPED BLOOM
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
Rectangle srcRec = (Rectangle){ 0, 0, (float)g_App.fbo.texture.width, (float)-g_App.fbo.texture.height };
|
||||
|
||||
BeginShaderMode(g_App.bloomShader);
|
||||
DrawTextureRec(g_App.fbo.texture, srcRec, (Vector2){ 0, 0 }, WHITE);
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("BALANCED MULTI-LIGHT + REINHARD TONE MAPPED BLOOM", 20, 20, 20, GREEN);
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
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Reference in a new issue