[example] Writing into the depth buffer (#2836)
* Add a depth buffer example. * Fixed a typo
This commit is contained in:
parent
30b75702df
commit
3cfb9a6e83
@ -520,7 +520,8 @@ SHADERS = \
|
||||
shaders/shaders_spotlight \
|
||||
shaders/shaders_hot_reloading \
|
||||
shaders/shaders_mesh_instancing \
|
||||
shaders/shaders_multi_sample2d
|
||||
shaders/shaders_multi_sample2d \
|
||||
shaders/shaders_write_depth
|
||||
|
||||
AUDIO = \
|
||||
audio/audio_module_playing \
|
||||
|
15
examples/shaders/resources/shaders/glsl100/write_depth.fs
Normal file
15
examples/shaders/resources/shaders/glsl100/write_depth.fs
Normal file
@ -0,0 +1,15 @@
|
||||
#version 100
|
||||
#extension GL_EXT_frag_depth : enable
|
||||
precision mediump float; // Precision required for OpenGL ES2 (WebGL)
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
void main()
|
||||
{
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
gl_FragColor = texelColor*colDiffuse*fragColor;
|
||||
gl_FragDepthEXT = 1.0 - gl_FragCoord.z;
|
||||
}
|
13
examples/shaders/resources/shaders/glsl330/write_depth.fs
Normal file
13
examples/shaders/resources/shaders/glsl330/write_depth.fs
Normal file
@ -0,0 +1,13 @@
|
||||
#version 330
|
||||
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
void main()
|
||||
{
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
gl_FragColor = texelColor*colDiffuse*fragColor;
|
||||
gl_FragDepth = 1.0 - gl_FragCoord.z;
|
||||
}
|
149
examples/shaders/shaders_write_depth.c
Normal file
149
examples/shaders/shaders_write_depth.c
Normal file
@ -0,0 +1,149 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Basic window
|
||||
*
|
||||
* 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 Buğra Alptekin Sarı (@BugraAlptekinSari)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "rlgl.h"
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
//------------------------------------------------------------------------------------
|
||||
// Customized render texture function to create a writable render buffer
|
||||
RenderTexture2D LoadRenderTextureMOD(int width, int height)
|
||||
{
|
||||
RenderTexture2D target = { 0 };
|
||||
|
||||
target.id = rlLoadFramebuffer(width, height); // Load an empty framebuffer
|
||||
|
||||
if (target.id > 0)
|
||||
{
|
||||
rlEnableFramebuffer(target.id);
|
||||
|
||||
// Create color texture (default to RGBA)
|
||||
target.texture.id = rlLoadTexture(0, width, height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
|
||||
target.texture.width = width;
|
||||
target.texture.height = height;
|
||||
target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
|
||||
target.texture.mipmaps = 1;
|
||||
|
||||
// Create depth rendertexture
|
||||
target.depth.id = rlLoadTextureDepth(width, height, false);
|
||||
target.depth.width = width;
|
||||
target.depth.height = height;
|
||||
target.depth.format = 19; //DEPTH_COMPONENT_24BIT?
|
||||
target.depth.mipmaps = 1;
|
||||
|
||||
// Attach color texture and depth renderbuffer/texture to FBO
|
||||
rlFramebufferAttach(target.id, target.texture.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
|
||||
// Check if fbo is complete with attachments (valid)
|
||||
if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id);
|
||||
|
||||
rlDisableFramebuffer();
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created");
|
||||
|
||||
return target;
|
||||
}
|
||||
|
||||
// Unload render texture from GPU memory (VRAM)
|
||||
void UnloadRenderTextureMOD(RenderTexture2D target)
|
||||
{
|
||||
if (target.id > 0)
|
||||
{
|
||||
// Color texture attached to FBO is deleted
|
||||
rlUnloadTexture(target.texture.id);
|
||||
rlUnloadTexture(target.depth.id);
|
||||
|
||||
// NOTE: Depth texture/renderbuffer is automatically
|
||||
// queried and deleted before deleting framebuffer
|
||||
rlUnloadFramebuffer(target.id);
|
||||
}
|
||||
}
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||
|
||||
// The shader inverst the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
|
||||
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));
|
||||
|
||||
//Use Customized function to create writable depth buffer
|
||||
RenderTexture2D target = LoadRenderTextureMOD(screenWidth, screenHeight);
|
||||
|
||||
Camera camera = { // Define the camera to look into our 3d world
|
||||
.position = (Vector3){ 2.0f, 2.0f, 3.0f }, // Camera position
|
||||
.target = (Vector3){ 0.0f, 0.5f, 0.0f }, // Camera looking at point
|
||||
.up = (Vector3){ 0.0f, 1.0f, 0.0f }, // Camera up vector (rotation towards target)
|
||||
.fovy = 45.0f, // Camera field-of-view Y
|
||||
.projection = CAMERA_PERSPECTIVE // Camera mode type
|
||||
};
|
||||
SetCameraMode(camera, CAMERA_ORBITAL);
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw FBO
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(WHITE);
|
||||
BeginMode3D(camera);
|
||||
BeginShaderMode(shader);
|
||||
DrawCubeWiresV((Vector3) { 0.0f, 0.5f, 1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, RED);
|
||||
DrawCubeV((Vector3) { 0.0f, 0.5f, 1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, PURPLE);
|
||||
DrawCubeWiresV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, DARKGREEN);
|
||||
DrawCubeV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, YELLOW);
|
||||
DrawGrid(10, 1.0f);
|
||||
EndShaderMode();
|
||||
EndMode3D();
|
||||
EndTextureMode();
|
||||
|
||||
// Draw Screen
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
|
||||
DrawFPS(0, 0);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTextureMOD(target);
|
||||
UnloadShader(shader);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user