raylib/examples/shaders/shaders_multi_lighting_with_bloom.c
PanicTitan f97f994512
New Examples
New examples showing a 3d portal effect, light bloom, texture decals that works on the web, drawing on textures
2026-08-04 23:49:18 -03:00

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C

/*******************************************************************************************
*
* raylib [shaders] example - forward multi-lighting with bloom
*
* 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 R"(
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
out vec3 fragPosition;
out vec3 fragNormal;
out vec2 fragTexCoord;
uniform mat4 mvp;
uniform mat4 matModel;
void main() {
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
fragNormal = normalize(vec3(matModel * vec4(vertexNormal, 0.0)));
fragTexCoord = vertexTexCoord;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
)";
// Forward Fragment Shader (Point Light Falloff & Blinn-Phong Specular)
static const char *multiLightFS = GLSL_VERSION R"(
in vec3 fragPosition;
in vec3 fragNormal;
in vec2 fragTexCoord;
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec3 viewPos;
uniform vec3 lightPositions[8];
uniform vec3 lightColors[8];
void main() {
vec4 texColor = texture(texture0, fragTexCoord);
vec3 norm = normalize(fragNormal);
vec3 viewDir = normalize(viewPos - fragPosition);
// Dark ambient baseline
vec3 ambient = 0.05 * texColor.rgb;
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for (int i = 0; i < 8; i++) {
vec3 lightDir = normalize(lightPositions[i] - fragPosition);
float dist = length(lightPositions[i] - fragPosition);
// Attenuation calculation
float attenuation = 1.0 / (1.0 + 0.8 * dist + 0.4 * dist * dist);
// Diffuse Shading
float diff = max(dot(norm, lightDir), 0.0);
totalDiffuse += diff * lightColors[i] * attenuation * 1.2;
// Blinn-Phong Specular
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);
totalSpecular += spec * lightColors[i] * attenuation * 0.8;
}
vec3 result = ambient + (totalDiffuse * texColor.rgb) + totalSpecular;
finalColor = vec4(result, texColor.a);
}
)";
// Tone-Mapped Kawase Bloom Fragment Shader
static const char *bloomFS = GLSL_VERSION R"(
in vec2 fragTexCoord;
out vec4 finalColor;
uniform sampler2D texture0;
void main() {
vec2 uv = fragTexCoord;
vec4 color = texture(texture0, uv);
// High-pass threshold check (pixels brighter than 0.75)
vec4 bloom = vec4(0.0);
vec2 texel = vec2(1.0 / 1280.0, 1.0 / 720.0) * 2.5;
for (int x = -2; x <= 2; x++) {
for (int y = -2; y <= 2; y++) {
vec4 smp = texture(texture0, uv + vec2(x, y) * texel);
float brightness = max(smp.r, max(smp.g, smp.b));
if (brightness > 0.75) bloom += smp;
}
}
bloom /= 25.0;
// Combine original with soft bloom glow
vec3 HDR = color.rgb + bloom.rgb * 1.2;
// Reinhard Tone Mapping
vec3 LDR = HDR / (HDR + vec3(1.0));
finalColor = vec4(LDR, color.a);
}
)";
//--------------------------------------------------------------------------------------
// 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();
//----------------------------------------------------------------------------------
}