[examples] Add lights_bloom_post
Add a bloom light effect example
This commit is contained in:
parent
c58072d595
commit
93170cf2d2
1 changed files with 397 additions and 0 deletions
198
examples/shaders/shaders_lights_bloom.c
Normal file
198
examples/shaders/shaders_lights_bloom.c
Normal file
|
|
@ -0,0 +1,198 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - forward multi-lighting with bloom
|
||||
*
|
||||
* Example demonstrates forward multi-point lighting (8 point lights, attenuation and
|
||||
* Blinn-Phong specular) combined with a threshold-based bloom pass and Reinhard tone
|
||||
* mapping, applied as a full-screen post-process pass
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example uses resources/shaders/glsl100 and resources/shaders/glsl330, shared with the
|
||||
* rest of the shaders examples
|
||||
*
|
||||
* 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 "rlgl.h"
|
||||
|
||||
#include <math.h> // Required for: sinf(), cosf()
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Global Definitions
|
||||
//--------------------------------------------------------------------------------------
|
||||
#define MAX_LIGHTS 8
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// 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");
|
||||
|
||||
Camera3D camera = { 0 };
|
||||
camera.position = (Vector3){ 0.0f, 5.0f, 9.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
// Forward multi-light shader and bloom post-process shader, both loaded from the
|
||||
// resources folder shared with the rest of the shaders examples. If the GLSL version
|
||||
// guessed from the PLATFORM_DESKTOP build flag turns out to be wrong for whatever
|
||||
// raylib was built against, linking fails and silently falls back to the default
|
||||
// shader - so this retries once with the other version, and either way the result
|
||||
// is checked explicitly and reported on screen rather than staying silently wrong
|
||||
int glslVersion = GLSL_VERSION;
|
||||
Shader lightShader = LoadShader(TextFormat("resources/shaders/glsl%i/lights_bloom.vs", glslVersion),
|
||||
TextFormat("resources/shaders/glsl%i/lights_bloom.fs", glslVersion));
|
||||
Shader bloomShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/lights_bloom_post.fs", glslVersion));
|
||||
|
||||
if ((lightShader.id == rlGetShaderIdDefault()) || (bloomShader.id == rlGetShaderIdDefault()))
|
||||
{
|
||||
glslVersion = (glslVersion == 330)? 100 : 330;
|
||||
UnloadShader(lightShader);
|
||||
UnloadShader(bloomShader);
|
||||
lightShader = LoadShader(TextFormat("resources/shaders/glsl%i/lights_bloom.vs", glslVersion),
|
||||
TextFormat("resources/shaders/glsl%i/lights_bloom.fs", glslVersion));
|
||||
bloomShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/lights_bloom_post.fs", glslVersion));
|
||||
}
|
||||
|
||||
bool shadersLoaded = (lightShader.id != rlGetShaderIdDefault()) && (bloomShader.id != rlGetShaderIdDefault());
|
||||
|
||||
Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));
|
||||
Model floor = LoadModelFromMesh(GenMeshPlane(14.0f, 14.0f, 1, 1));
|
||||
cube.materials[0].shader = lightShader;
|
||||
floor.materials[0].shader = lightShader;
|
||||
|
||||
int lightPosLoc = GetShaderLocation(lightShader, "lightPositions");
|
||||
int lightColLoc = GetShaderLocation(lightShader, "lightColors");
|
||||
int viewPosLoc = GetShaderLocation(lightShader, "viewPos");
|
||||
|
||||
Vector3 lightPositions[MAX_LIGHTS] = { 0 };
|
||||
Vector3 lightColors[MAX_LIGHTS] = {
|
||||
{ 1.0f, 0.2f, 0.2f }, // Red
|
||||
{ 0.2f, 1.0f, 0.3f }, // Green
|
||||
{ 0.2f, 0.5f, 1.0f }, // Blue
|
||||
{ 1.0f, 0.8f, 0.1f }, // Yellow
|
||||
{ 1.0f, 0.1f, 0.8f }, // Magenta
|
||||
{ 0.1f, 1.0f, 1.0f }, // Cyan
|
||||
{ 1.0f, 0.4f, 0.1f }, // Orange
|
||||
{ 0.7f, 0.2f, 1.0f }, // Purple
|
||||
};
|
||||
|
||||
SetShaderValueV(lightShader, lightColLoc, lightColors, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
float time = (float)GetTime();
|
||||
|
||||
// Orbital path for each point light, its own radius/height offset by index
|
||||
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;
|
||||
|
||||
lightPositions[i] = (Vector3){ sinf(angle)*radius, height, cosf(angle)*radius };
|
||||
}
|
||||
|
||||
SetShaderValueV(lightShader, lightPosLoc, lightPositions, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
|
||||
SetShaderValue(lightShader, viewPosLoc, &camera.position, SHADER_UNIFORM_VEC3);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Render the lit scene to an offscreen texture
|
||||
BeginTextureMode(target);
|
||||
|
||||
ClearBackground((Color){ 12, 12, 18, 255 });
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(cube, (Vector3){ 0.0f, 1.0f, 0.0f }, 1.0f, GRAY);
|
||||
DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, DARKGRAY);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
// Glowing bulbs mark each light's position
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
Color bulbColor = (Color){
|
||||
(unsigned char)(lightColors[i].x*255),
|
||||
(unsigned char)(lightColors[i].y*255),
|
||||
(unsigned char)(lightColors[i].z*255),
|
||||
255 };
|
||||
|
||||
DrawSphere(lightPositions[i], 0.15f, bulbColor);
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
// Present the offscreen texture through the bloom + tone mapping shader
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
Rectangle srcRec = { 0, 0, (float)target.texture.width, (float)-target.texture.height };
|
||||
|
||||
BeginShaderMode(bloomShader);
|
||||
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
DrawTextureRec(target.texture, srcRec, (Vector2){ 0, 0 }, WHITE);
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("BALANCED MULTI-LIGHT + REINHARD TONE MAPPED BLOOM", 20, 20, 20, GREEN);
|
||||
DrawFPS(10, 10);
|
||||
|
||||
if (!shadersLoaded) DrawText("WARNING: a custom shader failed to load, showing plain image", 20, screenHeight - 30, 10, RED);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(cube);
|
||||
UnloadModel(floor);
|
||||
UnloadShader(lightShader);
|
||||
UnloadShader(bloomShader);
|
||||
UnloadRenderTexture(target);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
Loading…
Reference in a new issue