REVIEWED: shaders_write_depth example

This commit is contained in:
Ray 2023-01-01 18:31:03 +01:00
parent 3cfb9a6e83
commit 5ba41e4f7f
3 changed files with 107 additions and 84 deletions

View File

@ -7,9 +7,11 @@ varying vec4 fragColor;
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
void main() void main()
{ {
vec4 texelColor = texture2D(texture0, fragTexCoord); vec4 texelColor = texture2D(texture0, fragTexCoord);
gl_FragColor = texelColor*colDiffuse*fragColor; gl_FragColor = texelColor*colDiffuse*fragColor;
gl_FragDepthEXT = 1.0 - gl_FragCoord.z; gl_FragDepthEXT = 1.0 - gl_FragCoord.z;
} }

View File

@ -5,9 +5,11 @@ in vec4 fragColor;
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
void main() void main()
{ {
vec4 texelColor = texture2D(texture0, fragTexCoord); vec4 texelColor = texture2D(texture0, fragTexCoord);
gl_FragColor = texelColor*colDiffuse*fragColor; gl_FragColor = texelColor*colDiffuse*fragColor;
gl_FragDepth = 1.0 - gl_FragCoord.z; gl_FragDepth = 1.0 - gl_FragCoord.z;
} }

View File

@ -1,6 +1,6 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [core] example - Basic window * raylib [shaders] example - Depth buffer writing
* *
* Example originally created with raylib 4.2, last time updated with raylib 4.2 * Example originally created with raylib 4.2, last time updated with raylib 4.2
* *
@ -9,7 +9,7 @@
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software * BSD-like license that allows static linking with closed source software
* *
* Copyright (c) 2022 Buğra Alptekin Sarı (@BugraAlptekinSari) * Copyright (c) 2022-2023 Buğra Alptekin Sarı (@BugraAlptekinSari)
* *
********************************************************************************************/ ********************************************************************************************/
@ -21,9 +21,100 @@
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100 #define GLSL_VERSION 100
#endif #endif
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Customized render texture function to create a writable render buffer // Declare custom functions required for the example
RenderTexture2D LoadRenderTextureMOD(int width, int height) //------------------------------------------------------------------------------------
// Load custom render texture, create a writable depth texture buffer
static RenderTexture2D LoadRenderTextureDepthTex(int width, int height);
// Unload render texture from GPU memory (VRAM)
static void UnloadRenderTextureDepthTex(RenderTexture2D target);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
// The shader inverts 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 texture buffer
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
// Define the camera to look into our 3d world
Camera camera = {
.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 into our custom render texture (framebuffer)
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 into screen our custom render texture
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTextureDepthTex(target);
UnloadShader(shader);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Define custom functions required for the example
//------------------------------------------------------------------------------------
// Load custom render texture, create a writable depth texture buffer
RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
{ {
RenderTexture2D target = { 0 }; RenderTexture2D target = { 0 };
@ -40,14 +131,14 @@ RenderTexture2D LoadRenderTextureMOD(int width, int height)
target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
target.texture.mipmaps = 1; target.texture.mipmaps = 1;
// Create depth rendertexture // Create depth texture buffer (instead of raylib default renderbuffer)
target.depth.id = rlLoadTextureDepth(width, height, false); target.depth.id = rlLoadTextureDepth(width, height, false);
target.depth.width = width; target.depth.width = width;
target.depth.height = height; target.depth.height = height;
target.depth.format = 19; //DEPTH_COMPONENT_24BIT? target.depth.format = 19; //DEPTH_COMPONENT_24BIT?
target.depth.mipmaps = 1; target.depth.mipmaps = 1;
// Attach color texture and depth renderbuffer/texture to FBO // Attach color texture and depth texture to FBO
rlFramebufferAttach(target.id, target.texture.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0); 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); rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0);
@ -62,7 +153,7 @@ RenderTexture2D LoadRenderTextureMOD(int width, int height)
} }
// Unload render texture from GPU memory (VRAM) // Unload render texture from GPU memory (VRAM)
void UnloadRenderTextureMOD(RenderTexture2D target) void UnloadRenderTextureDepthTex(RenderTexture2D target)
{ {
if (target.id > 0) if (target.id > 0)
{ {
@ -70,80 +161,8 @@ void UnloadRenderTextureMOD(RenderTexture2D target)
rlUnloadTexture(target.texture.id); rlUnloadTexture(target.texture.id);
rlUnloadTexture(target.depth.id); rlUnloadTexture(target.depth.id);
// NOTE: Depth texture/renderbuffer is automatically // NOTE: Depth texture is automatically
// queried and deleted before deleting framebuffer // queried and deleted before deleting framebuffer
rlUnloadFramebuffer(target.id); 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;
}