add examples shaders_basic_pbr and shaders_hybrid_render

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Mike Will 2025-07-05 02:13:35 -04:00 committed by Nikolas
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// raylib [shaders] example - Basic PBR
//
// Example complexity rating: [] 4/4
//
// Example originally created with raylib 5.0, last time updated with raylib 5.1-dev
//
// Example contributed by Afan OLOVCIC (@_DevDad) 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 Afan OLOVCIC (@_DevDad)
//
// Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
// licensed under Creative Commons Attribution-NonCommercial
// (http://creativecommons.org/licenses/by-nc/4.0/)
const rl = @import("raylib");
/// Casts ShaderLocationIndex to a u32
fn uSli(sli: rl.ShaderLocationIndex) u32 {
return @intCast(@intFromEnum(sli));
}
/// Casts MaterialMapIndex to a u32
fn uMmi(mmi: rl.MaterialMapIndex) u32 {
return @intCast(@intFromEnum(mmi));
}
/// Max dynamic lights supported by shader
const max_lights = 4;
/// Current number of dynamic lights that have been created
var light_count: u32 = 0;
//------------------------------------------------------------------------------
// Types and Structures Definition
//------------------------------------------------------------------------------
/// Light data
const Light = extern struct {
type: Type = .directional,
enabled: bool = false,
_enabled_pad1: u8 = 0,
_enabled_pad2: @Type(.{.int = .{
.signedness = .unsigned,
.bits = @bitSizeOf(c_uint) - 16,
}}) = 0,
position: rl.Vector3 = .init(0, 0, 0),
target: rl.Vector3 = .init(0, 0, 0),
color: [4]f32 = .{ 0, 0, 0, 0 },
intensity: f32 = 0,
// Shader light parameters locations
loc: extern struct {
type: i32 = 0,
enabled: i32 = 0,
position: i32 = 0,
target: i32 = 0,
color: i32 = 0,
intensity: i32 = 0,
} = .{},
/// Light type
const Type = enum(c_uint) {
directional = 0,
point,
spot,
};
/// Create light with provided data
///
/// NOTE: It updates `light_count` and is limited to `max_lights`
fn init(
t: Type,
position: rl.Vector3,
target: rl.Vector3,
color: rl.Color,
intensity: f32,
shader: rl.Shader,
) Light {
if (light_count >= max_lights) {
return .{};
}
const light: Light = .{
.type = t,
.enabled = true,
.position = position,
.target = target,
.color = .{
@as(f32, @floatFromInt(color.r)) / 255.0,
@as(f32, @floatFromInt(color.g)) / 255.0,
@as(f32, @floatFromInt(color.b)) / 255.0,
@as(f32, @floatFromInt(color.a)) / 255.0,
},
.intensity = intensity,
// NOTE: Shader parameters names for lights must match the requested ones
.loc = .{
.type = rl.getShaderLocation(shader, rl.textFormat("lights[%i].type", .{ light_count })),
.enabled = rl.getShaderLocation(shader, rl.textFormat("lights[%i].enabled", .{ light_count })),
.position = rl.getShaderLocation(shader, rl.textFormat("lights[%i].position", .{ light_count })),
.target = rl.getShaderLocation(shader, rl.textFormat("lights[%i].target", .{ light_count })),
.color = rl.getShaderLocation(shader, rl.textFormat("lights[%i].color", .{ light_count })),
.intensity = rl.getShaderLocation(shader, rl.textFormat("lights[%i].intensity", .{ light_count })),
},
};
light.update(shader);
light_count += 1;
return light;
}
/// Send light properties to shader
///
/// NOTE: Light shader locations should be available
fn update(self: Light, shader: rl.Shader) void {
rl.setShaderValue(shader, self.loc.type, &self.type, .int);
rl.setShaderValue(shader, self.loc.enabled, &self.enabled, .int);
// Send to shader light position values
const position: [3]f32 = .{ self.position.x, self.position.y, self.position.z };
rl.setShaderValue(shader, self.loc.position, &position, .vec3);
// Send to shader light target position values
const target: [3]f32 = .{ self.target.x, self.target.y, self.target.z };
rl.setShaderValue(shader, self.loc.target, &target, .vec3);
rl.setShaderValue(shader, self.loc.color, &self.color, .vec4);
rl.setShaderValue(shader, self.loc.intensity, &self.intensity, .float);
}
};
//----------------------------------------------------------------------------------
// Main Entry Point
//----------------------------------------------------------------------------------
pub fn main() anyerror!void {
// Initialization
//--------------------------------------------------------------------------------------
const screen_width = 800;
const screen_height = 450;
rl.setConfigFlags(.{ .msaa_4x_hint = true });
rl.initWindow(screen_width, screen_height, "raylib [shaders] example - basic pbr");
defer rl.closeWindow(); // Close window and OpenGL context
// Define the camera to look into our 3d world
var camera: rl.Camera = .{
.position = .init(2, 2, 6), // Camera position
.target = .init(0, 0.5, 0), // Camera looking at point
.up = .init(0, 1, 0), // Camera up vector (rotation towards target)
.fovy = 45, // Camera field-of-view Y
.projection = .perspective, // Camera projection type
};
// Load PBR shader and setup all required locations
const shader: rl.Shader = try rl.loadShader(
"resources/shaders/glsl330/pbr.vs",
"resources/shaders/glsl330/pbr.fs",
);
defer rl.unloadShader(shader);
shader.locs[uSli(.map_albedo)] = rl.getShaderLocation(shader, "albedoMap");
// WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture
// They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience,
// shader already takes care of it accordingly
shader.locs[uSli(.map_metalness)] = rl.getShaderLocation(shader, "mraMap");
shader.locs[uSli(.map_normal)] = rl.getShaderLocation(shader, "normalMap");
// WARNING: Similar to the MRA map, the emissive map packs different information
// into a single texture: it stores height and emission data
// It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader
shader.locs[uSli(.map_emission)] = rl.getShaderLocation(shader, "emissiveMap");
shader.locs[uSli(.color_diffuse)] = rl.getShaderLocation(shader, "albedoColor");
// Setup additional required shader locations, including lights data
shader.locs[uSli(.vector_view)] = rl.getShaderLocation(shader, "viewPos");
const loc_light_count: i32 = rl.getShaderLocation(shader, "numOfLights");
const max_light_count: i32 = max_lights;
rl.setShaderValue(shader, loc_light_count, &max_light_count, .int);
// Setup ambient color and intensity parameters
const ambient_intensity: f32 = 0.02;
const ambient_color: rl.Vector3 = blk: {
const c: rl.Color = .init(26, 32, 135, 255);
break :blk .init(
@as(f32, @floatFromInt(c.r)) / 255.0,
@as(f32, @floatFromInt(c.g)) / 255.0,
@as(f32, @floatFromInt(c.b)) / 255.0,
);
};
rl.setShaderValue(shader, rl.getShaderLocation(shader, "ambientColor"), &ambient_color, .vec3);
rl.setShaderValue(shader, rl.getShaderLocation(shader, "ambient"), &ambient_intensity, .float);
// Get location for shader parameters that can be modified in real time
const loc_metallic_value = rl.getShaderLocation(shader, "metallicValue");
const loc_roughness_value = rl.getShaderLocation(shader, "roughnessValue");
const loc_emissive_intensity = rl.getShaderLocation(shader, "emissivePower");
const loc_emissive_color = rl.getShaderLocation(shader, "emissiveColor");
const loc_texture_tiling = rl.getShaderLocation(shader, "tiling");
// Load old car model using PBR maps and shader
// WARNING: We know this model consists of a single model.meshes[0] and
// that model.materials[0] is by default assigned to that mesh
// There could be more complex models consisting of multiple meshes and
// multiple materials defined for those meshes... but always 1 mesh = 1 material
const car: rl.Model = try .init("resources/models/old_car_new.glb");
defer {
car.materials[0].shader = .{ .id = 0, .locs = null };
rl.unloadMaterial(car.materials[0]);
car.materials[0].maps = null;
car.unload();
}
// Assign already setup PBR shader to model.materials[0], used by models.meshes[0]
car.materials[0].shader = shader;
// Setup materials[0].maps default parameters
car.materials[0].maps[uMmi(.albedo)].color = .white;
car.materials[0].maps[uMmi(.metalness)].value = 1.0;
car.materials[0].maps[uMmi(.roughness)].value = 0.0;
car.materials[0].maps[uMmi(.occlusion)].value = 1.0;
car.materials[0].maps[uMmi(.emission)].color = .init(255, 162, 0, 255);
// Setup materials[0].maps default textures
car.materials[0].maps[uMmi(.albedo)].texture = try .init("resources/textures/old_car_d.png");
car.materials[0].maps[uMmi(.metalness)].texture = try .init("resources/textures/old_car_mra.png");
car.materials[0].maps[uMmi(.normal)].texture = try .init("resources/textures/old_car_n.png");
car.materials[0].maps[uMmi(.emission)].texture = try .init("resources/textures/old_car_e.png");
// Load floor model mesh and assign material parameters
// NOTE: A basic plane shape can be generated instead of being loaded from a model file
const floor: rl.Model = try .init("resources/models/plane.glb");
defer {
floor.materials[0].shader = .{ .id = 0, .locs = null };
rl.unloadMaterial(floor.materials[0]);
floor.materials[0].maps = null;
floor.unload();
}
//Mesh floorMesh = GenMeshPlane(10, 10, 10, 10);
//GenMeshTangents(&floorMesh); // TODO: Review tangents generation
//Model floor = LoadModelFromMesh(floorMesh);
// Assign material shader for our floor model, same PBR shader
floor.materials[0].shader = shader;
floor.materials[0].maps[uMmi(.albedo)].color = .white;
floor.materials[0].maps[uMmi(.metalness)].value = 0.8;
floor.materials[0].maps[uMmi(.roughness)].value = 0.1;
floor.materials[0].maps[uMmi(.occlusion)].value = 1.0;
floor.materials[0].maps[uMmi(.emission)].color = .black;
floor.materials[0].maps[uMmi(.albedo)].texture = try .init("resources/textures/road_a.png");
floor.materials[0].maps[uMmi(.metalness)].texture = try .init("resources/textures/road_mra.png");
floor.materials[0].maps[uMmi(.normal)].texture = try .init("resources/textures/road_n.png");
// Models texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED)
// NOTE: Material.params[4] are available for generic parameters storage (float)
const car_texture_tiling: rl.Vector2 = .init(0.5, 0.5);
const floor_texture_tiling: rl.Vector2 = .init(0.5, 0.5);
// Create some lights
var lights: [max_lights]Light = .{
.init(.point, .init(-1, 1, -2), .init(0, 0, 0), .yellow, 4, shader),
.init(.point, .init(2, 1, 1), .init(0, 0, 0), .green, 3.3, shader),
.init(.point, .init(-2, 1, 1), .init(0, 0, 0), .red, 8.3, shader),
.init(.point, .init(1, 1, -2), .init(0, 0, 0), .blue, 2, shader),
};
// Setup material texture maps usage in shader
// NOTE: By default, the texture maps are always used
const usage: i32 = 1;
rl.setShaderValue(shader, rl.getShaderLocation(shader, "useTexAlbedo"), &usage, .int);
rl.setShaderValue(shader, rl.getShaderLocation(shader, "useTexNormal"), &usage, .int);
rl.setShaderValue(shader, rl.getShaderLocation(shader, "useTexMRA"), &usage, .int);
rl.setShaderValue(shader, rl.getShaderLocation(shader, "useTexEmissive"), &usage, .int);
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
while (!rl.windowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
camera.update(.orbital);
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
const camera_pos: [3]f32 = .{ camera.position.x, camera.position.y, camera.position.z };
rl.setShaderValue(shader, shader.locs[uSli(.vector_view)], &camera_pos, .vec3);
// Check key inputs to enable/disable lights
if (rl.isKeyPressed(.one)) {
lights[2].enabled = !lights[2].enabled;
}
if (rl.isKeyPressed(.two)) {
lights[1].enabled = !lights[1].enabled;
}
if (rl.isKeyPressed(.three)) {
lights[3].enabled = !lights[3].enabled;
}
if (rl.isKeyPressed(.four)) {
lights[0].enabled = !lights[0].enabled;
}
// Update light values on shader (actually, only enable/disable them)
for (&lights) |*l| {
l.update(shader);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.black);
{
rl.beginMode3D(camera);
defer rl.endMode3D();
// Set floor model texture tiling and emissive color parameters on shader
rl.setShaderValue(shader, loc_texture_tiling, &floor_texture_tiling, .vec2);
const floor_emissive_color: rl.Vector4 = rl.colorNormalize(floor.materials[0].maps[uMmi(.emission)].color);
rl.setShaderValue(shader, loc_emissive_color, &floor_emissive_color, .vec4);
// Set floor metallic and roughness values
rl.setShaderValue(shader, loc_metallic_value, &floor.materials[0].maps[uMmi(.metalness)].value, .float);
rl.setShaderValue(shader, loc_roughness_value, &floor.materials[0].maps[uMmi(.roughness)].value, .float);
floor.draw(.init(0, 0, 0), 5, .white); // Draw floor model
// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
rl.setShaderValue(shader, loc_texture_tiling, &car_texture_tiling, .vec2);
const car_emissive_color: rl.Vector4 = rl.colorNormalize(car.materials[0].maps[uMmi(.emission)].color);
rl.setShaderValue(shader, loc_emissive_color, &car_emissive_color, .vec4);
const emissive_intensity: f32 = 0.01;
rl.setShaderValue(shader, loc_emissive_intensity, &emissive_intensity, .float);
// Set old car metallic and roughness values
rl.setShaderValue(shader, loc_metallic_value, &car.materials[0].maps[uMmi(.metalness)].value, .float);
rl.setShaderValue(shader, loc_roughness_value, &car.materials[0].maps[uMmi(.roughness)].value, .float);
car.draw(.init(0, 0, 0), 0.25, .white); // Draw car model
// Draw spheres to show the lights positions
for (&lights) |*l| {
const light_color: rl.Color = .init(
@intFromFloat(l.color[0] * 255),
@intFromFloat(l.color[1] * 255),
@intFromFloat(l.color[2] * 255),
@intFromFloat(l.color[3] * 255),
);
if (l.enabled) {
rl.drawSphereEx(l.position, 0.2, 8, 8, light_color);
} else {
rl.drawSphereWires(l.position, 0.2, 8, 8, rl.colorAlpha(light_color, 0.3));
}
}
}
rl.drawText("Toggle lights: [1][2][3][4]", 10, 40, 20, .light_gray);
rl.drawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)",
screen_width - 320, screen_height - 20, 10, .light_gray);
rl.drawFPS(10, 10);
}
}

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// raylib [shaders] example - Hybrid Rendering
//
// Example complexity rating: [] 4/4
//
// Example originally created with raylib 4.2, last time updated with raylib 4.2
//
// Example contributed by Buğra Alptekin Sarı (@BugraAlptekinSari) 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) 2022-2025 Buğra Alptekin Sarı (@BugraAlptekinSari)
const rl = @import("raylib");
const pi = @import("std").math.pi;
//------------------------------------------------------------------------------------
// Declare custom Structs
//------------------------------------------------------------------------------------
const RayLocs = struct {
cam_pos: i32,
cam_dir: i32,
screen_center: i32,
};
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
pub fn main() anyerror!void {
// Initialization
//--------------------------------------------------------------------------------------
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [shaders] example - write depth buffer");
defer rl.closeWindow(); // Close window and OpenGL context
// This Shader calculates pixel depth and color using raymarch
const shdr_raymarch: rl.Shader = try rl.loadShader(null, "resources/shaders/glsl330/hybrid_raymarch.fs");
defer rl.unloadShader(shdr_raymarch);
// This Shader is a standard rasterization fragment shader with the addition of depth writing
// You are required to write depth for all shaders if one shader does it
const shdr_raster: rl.Shader = try rl.loadShader(null, "resources/shaders/glsl330/hybrid_raster.fs");
defer rl.unloadShader(shdr_raster);
// Declare Struct used to store camera locs.
const march_locs: RayLocs = .{
.cam_pos = rl.getShaderLocation(shdr_raymarch, "camPos"),
.cam_dir = rl.getShaderLocation(shdr_raymarch, "camDir"),
.screen_center = rl.getShaderLocation(shdr_raymarch, "screenCenter"),
};
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
const screen_center: rl.Vector2 = .init(screen_width / 2.0, screen_height / 2.0);
rl.setShaderValue(shdr_raymarch, march_locs.screen_center , &screen_center , .vec2);
// Use Customized function to create writable depth texture buffer
const target: rl.RenderTexture2D = try loadRenderTextureDepthTex(screen_width, screen_height);
defer unloadRenderTextureDepthTex(target);
// Define the camera to look into our 3d world
var camera: rl.Camera = .{
.position = .init(0.5, 1, 1.5), // Camera position
.target = .init(0, 0.5, 0), // Camera looking at point
.up = .init(0, 1, 0), // Camera up vector (rotation towards target)
.fovy = 45, // Camera field-of-view Y
.projection = .perspective, // Camera projection type
};
// Camera FOV is pre-calculated in the camera Distance.
const cam_dist: f32 = 1.0 / @tan(camera.fovy * 0.5 * (pi / 180.0));
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!rl.windowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
camera.update(.orbital);
// Update Camera Postion in the ray march shader.
rl.setShaderValue(shdr_raymarch, march_locs.cam_pos, &camera.position, .vec3);
// Update Camera Looking Vector. Vector length determines FOV.
const cam_dir: rl.Vector3 = .scale(.normalize(.subtract(camera.target, camera.position)), cam_dist);
rl.setShaderValue(shdr_raymarch, march_locs.cam_dir, &cam_dir, .vec3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw into our custom render texture (framebuffer)
{
target.begin();
defer target.end();
rl.clearBackground(.white);
// Raymarch Scene
rl.gl.rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
{
shdr_raymarch.activate();
defer shdr_raymarch.deactivate();
rl.drawRectangleRec(.init(0, 0, screen_width, screen_height), .white);
}
// Rasterize Scene
{
rl.beginMode3D(camera);
defer rl.endMode3D();
shdr_raster.activate();
defer shdr_raster.deactivate();
rl.drawCubeWiresV(.init(0, 0.5, 1), .init(1, 1, 1), .red);
rl.drawCubeV(.init(0, 0.5, 1), .init(1, 1, 1), .purple);
rl.drawCubeWiresV(.init(0, 0.5, -1), .init(1, 1, 1), .dark_green);
rl.drawCubeV(.init(0, 0.5, -1), .init(1, 1, 1), .yellow);
rl.drawGrid(10, 1);
}
}
// Draw into screen our custom render texture
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
target.texture.drawRec(.init(0, 0, screen_width, -screen_height), .init(0, 0), .white);
rl.drawFPS(10, 10);
}
}
//------------------------------------------------------------------------------------
// Define custom functions required for the example
//------------------------------------------------------------------------------------
// Load custom render texture, create a writable depth texture buffer
fn loadRenderTextureDepthTex(width: i32, height: i32) !rl.RenderTexture2D {
const id = rl.gl.rlLoadFramebuffer(); // Load an empty framebuffer
if (id <= 0) {
return error.LoadFrameBufferFail;
}
rl.gl.rlEnableFramebuffer(id);
defer rl.gl.rlDisableFramebuffer();
const pix_format: i32 = @intFromEnum(rl.gl.rlPixelFormat.rl_pixelformat_uncompressed_r8g8b8a8);
const target: rl.RenderTexture2D = .{
.id = id,
// Create color texture (default to RGBA)
.texture = .{
.id = rl.gl.rlLoadTexture(null, width, height, pix_format, 1),
.width = width,
.height = height,
.format = .uncompressed_r8g8b8a8,
.mipmaps = 1,
},
// Create depth texture buffer (instead of raylib default renderbuffer)
.depth = .{
.id = rl.gl.rlLoadTextureDepth(width, height, false),
.width = width,
.height = height,
.format = .compressed_etc2_rgb, //DEPTH_COMPONENT_24BIT?
.mipmaps = 1,
}
};
// Attach color texture and depth texture to FBO
const channel0: i32 = @intFromEnum(rl.gl.rlFramebufferAttachType.rl_attachment_color_channel0);
const depth: i32 = @intFromEnum(rl.gl.rlFramebufferAttachType.rl_attachment_depth);
const texture2d: i32 = @intFromEnum(rl.gl.rlFramebufferAttachTextureType.rl_attachment_texture2d);
rl.gl.rlFramebufferAttach(target.id, target.texture.id, channel0, texture2d, 0);
rl.gl.rlFramebufferAttach(target.id, target.depth.id, depth, texture2d, 0);
// Check if fbo is complete with attachments (valid)
if (rl.gl.rlFramebufferComplete(target.id)) {
rl.traceLog(.info, "FBO: [ID %i] Framebuffer object created successfully", .{ target.id });
}
return target;
}
// Unload render texture from GPU memory (VRAM)
fn unloadRenderTextureDepthTex(target: rl.RenderTexture2D) void {
// Color texture attached to FBO is deleted
rl.gl.rlUnloadTexture(target.texture.id);
rl.gl.rlUnloadTexture(target.depth.id);
// NOTE: Depth texture is automatically
// queried and deleted before deleting framebuffer
rl.gl.rlUnloadFramebuffer(target.id);
}