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REVIEWED: example: shaders_deferred_render -WIP-
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Not working but shader compiles and example runs... not sure if deferred rendering could be supported in OpenGL ES 2.0.
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raysan5 committed Jan 16, 2025
1 parent 313067d commit 7c7b087
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Showing 6 changed files with 179 additions and 9 deletions.
8 changes: 4 additions & 4 deletions examples/Makefile.Web
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Expand Up @@ -1042,10 +1042,10 @@ shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c
shaders/shaders_deferred_render: shaders/shaders_deferred_render.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \
--preload-file shaders/resources/shaders/glsl330/gbuffer.vs@resources/shaders/glsl330/gbuffer.vs \
--preload-file shaders/resources/shaders/glsl330/gbuffer.fs@resources/shaders/glsl330/gbuffer.fs \
--preload-file shaders/resources/shaders/glsl330/deferred_shading.fs@resources/shaders/glsl330/deferred_shading.fs \
--preload-file shaders/resources/shaders/glsl330/deferred_shading.fs@resources/shaders/glsl330/deferred_shading.fs
--preload-file shaders/resources/shaders/glsl100/gbuffer.vs@resources/shaders/glsl100/gbuffer.vs \
--preload-file shaders/resources/shaders/glsl100/gbuffer.fs@resources/shaders/glsl100/gbuffer.fs \
--preload-file shaders/resources/shaders/glsl100/deferred_shading.vs@resources/shaders/glsl100/deferred_shading.vs \
--preload-file shaders/resources/shaders/glsl100/deferred_shading.fs@resources/shaders/glsl100/deferred_shading.fs

shaders/shaders_eratosthenes: shaders/shaders_eratosthenes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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59 changes: 59 additions & 0 deletions examples/shaders/resources/shaders/glsl100/deferred_shading.fs
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@@ -0,0 +1,59 @@
#version 100

precision mediump float;

// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

// Input uniform values
uniform sampler2D gPosition;
uniform sampler2D gNormal;
uniform sampler2D gAlbedoSpec;

struct Light {
int enabled;
int type; // Unused in this demo.
vec3 position;
vec3 target; // Unused in this demo.
vec4 color;
};

const int NR_LIGHTS = 4;
uniform Light lights[NR_LIGHTS];
uniform vec3 viewPosition;

const float QUADRATIC = 0.032;
const float LINEAR = 0.09;

void main()
{
vec3 fragPosition = texture2D(gPosition, fragTexCoord).rgb;
vec3 normal = texture2D(gNormal, fragTexCoord).rgb;
vec3 albedo = texture2D(gAlbedoSpec, fragTexCoord).rgb;
float specular = texture2D(gAlbedoSpec, fragTexCoord).a;

vec3 ambient = albedo*vec3(0.1);
vec3 viewDirection = normalize(viewPosition - fragPosition);

for (int i = 0; i < NR_LIGHTS; ++i)
{
if(lights[i].enabled == 0) continue;
vec3 lightDirection = lights[i].position - fragPosition;
vec3 diffuse = max(dot(normal, lightDirection), 0.0)*albedo*lights[i].color.xyz;

vec3 halfwayDirection = normalize(lightDirection + viewDirection);
float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0);
vec3 specular = specular*spec*lights[i].color.xyz;

// Attenuation
float distance = length(lights[i].position - fragPosition);
float attenuation = 1.0/(1.0 + LINEAR * distance + QUADRATIC*distance*distance);
diffuse *= attenuation;
specular *= attenuation;
ambient += diffuse + specular;
}

gl_FragColor = vec4(ambient, 1.0);
}

16 changes: 16 additions & 0 deletions examples/shaders/resources/shaders/glsl100/deferred_shading.vs
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#version 100

// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;

// Output vertex attributes (to fragment shader)
varying vec2 fragTexCoord;

void main()
{
fragTexCoord = vertexTexCoord;

// Calculate final vertex position
gl_Position = vec4(vertexPosition, 1.0);
}
36 changes: 36 additions & 0 deletions examples/shaders/resources/shaders/glsl100/gbuffer.fs
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#version 100

precision mediump float;

// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec3 fragNormal;
varying vec4 fragColor;

// TODO: Is there some alternative for GLSL100
//layout (location = 0) out vec3 gPosition;
//layout (location = 1) out vec3 gNormal;
//layout (location = 2) out vec4 gAlbedoSpec;
//uniform vec3 gPosition;
//uniform vec3 gNormal;
//uniform vec4 gAlbedoSpec;

// Input uniform values
uniform sampler2D texture0; // Diffuse texture
uniform sampler2D specularTexture;

void main()
{
// Store the fragment position vector in the first gbuffer texture
//gPosition = fragPosition;

// Store the per-fragment normals into the gbuffer
//gNormal = normalize(fragNormal);

// Store the diffuse per-fragment color
gl_FragColor.rgb = texture2D(texture0, fragTexCoord).rgb;

// Store specular intensity in gAlbedoSpec's alpha component
gl_FragColor.a = texture2D(specularTexture, fragTexCoord).r;
}
60 changes: 60 additions & 0 deletions examples/shaders/resources/shaders/glsl100/gbuffer.vs
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#version 100

// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;

// Input uniform values
uniform mat4 matModel;
uniform mat4 matView;
uniform mat4 matProjection;

// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec3 fragNormal;
varying vec4 fragColor;


// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)
{
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];

float b01 = a22*a11 - a12*a21;
float b11 = -a22*a10 + a12*a20;
float b21 = a21*a10 - a11*a20;

float det = a00*b01 + a01*b11 + a02*b21;

return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
}

// https://github.com/glslify/glsl-transpose
mat3 transpose(mat3 m)
{
return mat3(m[0][0], m[1][0], m[2][0],
m[0][1], m[1][1], m[2][1],
m[0][2], m[1][2], m[2][2]);
}

void main()
{
// Calculate vertex attributes for fragment shader
vec4 worldPos = matModel*vec4(vertexPosition, 1.0);
fragPosition = worldPos.xyz;
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;

mat3 normalMatrix = transpose(inverse(mat3(matModel)));
fragNormal = normalMatrix*vertexNormal;

// Calculate final vertex position
gl_Position = matProjection*matView*worldPos;
}
9 changes: 4 additions & 5 deletions examples/shaders/shaders_deferred_render.c
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Expand Up @@ -76,11 +76,11 @@ int main(void)
Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));

// Load geometry buffer (G-buffer) shader and deferred shader
Shader gbufferShader = LoadShader("resources/shaders/glsl330/gbuffer.vs",
"resources/shaders/glsl330/gbuffer.fs");
Shader gbufferShader = LoadShader(TextFormat("resources/shaders/glsl%i/gbuffer.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/gbuffer.fs", GLSL_VERSION));

Shader deferredShader = LoadShader("resources/shaders/glsl330/deferred_shading.vs",
"resources/shaders/glsl330/deferred_shading.fs");
Shader deferredShader = LoadShader(TextFormat("resources/shaders/glsl%i/deferred_shading.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/deferred_shading.fs", GLSL_VERSION));
deferredShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(deferredShader, "viewPosition");

// Initialize the G-buffer
Expand Down Expand Up @@ -130,7 +130,6 @@ int main(void)
if (!rlFramebufferComplete(gBuffer.framebuffer))
{
TraceLog(LOG_WARNING, "Framebuffer is not complete");
exit(1);
}

// Now we initialize the sampler2D uniform's in the deferred shader.
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