Added support for render to texture (use RenderTexture2D)

Now it's possible to render to texture, old postprocessing system will
be removed on next raylib version.
This commit is contained in:
raysan5 2016-03-30 20:09:16 +02:00
parent 1136d4222f
commit 66b096d978
8 changed files with 210 additions and 13 deletions

View File

@ -3,8 +3,10 @@
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
out vec2 fragTexCoord;
out vec4 fragTintColor;
uniform mat4 mvpMatrix;
@ -13,6 +15,7 @@ uniform mat4 mvpMatrix;
void main()
{
fragTexCoord = vertexTexCoord;
fragTintColor = vertexColor;
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View File

@ -1,11 +1,12 @@
#version 330
in vec2 fragTexCoord;
in vec4 fragTintColor;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 fragTintColor;
//uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View File

@ -41,7 +41,11 @@ int main()
Shader shader = LoadShader("resources/shaders/base.vs",
"resources/shaders/bloom.fs"); // Load postpro shader
SetPostproShader(shader); // Set fullscreen postprocessing shader
// NOTE: Old postprocessing system is not flexible enough despite being very easy to use
//SetPostproShader(shader); // Set fullscreen postprocessing shader
// New postprocessing system let the user create multiple RenderTexture2D and perform multiple render passes
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Setup orbital camera
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
@ -65,15 +69,26 @@ int main()
ClearBackground(RAYWHITE);
Begin3dMode(camera);
BeginTextureMode(target); // Enable render to texture RenderTexture2D
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
Begin3dMode(camera);
DrawGrid(10, 1.0f); // Draw a grid
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
End3dMode();
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("HELLO TEXTURE!!!", 120, 200, 60, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, BLACK);
SetCustomShader(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, target.texture.height, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
SetDefaultShader();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
DrawFPS(10, 10);
@ -83,11 +98,12 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View File

@ -545,7 +545,7 @@ void BeginDrawing(void)
if (IsPosproShaderEnabled()) rlEnablePostproFBO();
rlClearScreenBuffers();
rlClearScreenBuffers(); // Clear current framebuffers
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
@ -656,6 +656,26 @@ void End3dMode(void)
rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
}
// Initializes render texture for drawing
void BeginTextureMode(RenderTexture2D target)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlEnableRenderTexture(target.id);
rlClearScreenBuffers(); // Clear render texture buffers
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
}
// Ends drawing to render texture
void EndTextureMode(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlDisableRenderTexture();
}
// Set target FPS for the game
void SetTargetFPS(int fps)
{

View File

@ -324,6 +324,13 @@ typedef struct Texture2D {
int format; // Data format (TextureFormat)
} Texture2D;
// RenderTexture2D type, for texture rendering
typedef struct RenderTexture2D {
unsigned int id; // Render texture (fbo) id
Texture2D texture; // Color buffer attachment texture
Texture2D depth; // Depth buffer attachment texture
} RenderTexture2D;
// SpriteFont type, includes texture and charSet array data
typedef struct SpriteFont {
Texture2D texture; // Font texture
@ -565,6 +572,8 @@ void EndDrawing(void); // End canvas drawin
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
void EndTextureMode(void); // Ends drawing to render texture
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
@ -714,8 +723,10 @@ Texture2D LoadTexture(const char *fileName);
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)

View File

@ -785,6 +785,20 @@ void rlDisableTexture(void)
#endif
}
void rlEnableRenderTexture(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindFramebuffer(GL_FRAMEBUFFER, id);
#endif
}
void rlDisableRenderTexture(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
}
// Enable depth test
void rlEnableDepthTest(void)
{
@ -803,6 +817,16 @@ void rlDeleteTextures(unsigned int id)
glDeleteTextures(1, &id);
}
// Unload render texture from GPU memory
void rlDeleteRenderTextures(RenderTexture2D target)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDeleteFramebuffers(1, &target.id);
glDeleteTextures(1, &target.texture.id);
glDeleteTextures(1, &target.depth.id);
#endif
}
// Enable rendering to postprocessing FBO
void rlEnablePostproFBO()
{
@ -1163,7 +1187,7 @@ FBO rlglLoadFBO(int width, int height)
glDeleteTextures(1, &fbo.colorTextureId);
glDeleteTextures(1, &fbo.depthTextureId);
}
else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo);
else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo.id);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
@ -1833,6 +1857,98 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
return id;
}
// Load a texture to be used for rendering (fbo with color and depth attachments)
RenderTexture2D rlglLoadRenderTexture(int width, int height)
{
RenderTexture2D target;
target.id = 0;
target.texture.id = 0;
target.texture.width = width;
target.texture.height = height;
target.texture.format = UNCOMPRESSED_R8G8B8;
target.texture.mipmaps = 1;
target.depth.id = 0;
target.depth.width = width;
target.depth.height = height;
target.depth.format = 19; //DEPTH_COMPONENT_16BIT
target.depth.mipmaps = 1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Create the texture that will serve as the color attachment for the framebuffer
glGenTextures(1, &target.texture.id);
glBindTexture(GL_TEXTURE_2D, target.texture.id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
#define USE_DEPTH_RENDERBUFFER
#if defined(USE_DEPTH_RENDERBUFFER)
// Create the renderbuffer that will serve as the depth attachment for the framebuffer.
glGenRenderbuffers(1, &target.depth.id);
glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
#elif defined(USE_DEPTH_TEXTURE)
// NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required)
// A renderbuffer is simpler than a texture and could offer better performance on embedded devices
glGenTextures(1, &target.depth.id);
glBindTexture(GL_TEXTURE_2D, target.depth.id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
#endif
// Create the framebuffer object
glGenFramebuffers(1, &target.id);
glBindFramebuffer(GL_FRAMEBUFFER, target.id);
// Attach color texture and depth renderbuffer to FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0);
#if defined(USE_DEPTH_RENDERBUFFER)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id);
#elif defined(USE_DEPTH_TEXTURE)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0);
#endif
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
TraceLog(WARNING, "Framebuffer object could not be created...");
switch(status)
{
case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break;
#if defined(GRAPHICS_API_OPENGL_ES2)
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(WARNING, "Framebuffer incomplete dimensions"); break;
#endif
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break;
default: break;
}
glDeleteTextures(1, &target.texture.id);
glDeleteTextures(1, &target.depth.id);
glDeleteFramebuffers(1, &target.id);
}
else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
return target;
}
// Update already loaded texture in GPU with new data
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data)
{
glBindTexture(GL_TEXTURE_2D, id);

View File

@ -183,6 +183,13 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
int format; // Data format (TextureFormat)
} Texture2D;
// RenderTexture2D type, for texture rendering
typedef struct RenderTexture2D {
unsigned int id; // Render texture (fbo) id
Texture2D texture; // Color buffer attachment texture
Texture2D depth; // Depth buffer attachment texture
} RenderTexture2D;
// Material type
typedef struct Material {
Shader shader;
@ -248,9 +255,12 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color)
//------------------------------------------------------------------------------------
void rlEnableTexture(unsigned int id); // Enable texture usage
void rlDisableTexture(void); // Disable texture usage
void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
void rlEnableDepthTest(void); // Enable depth test
void rlDisableDepthTest(void); // Disable depth test
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
@ -268,6 +278,7 @@ void rlglDraw(void); // Draw VAO/VBO
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture

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@ -389,6 +389,14 @@ Texture2D LoadTextureFromImage(Image image)
return texture;
}
// Load a texture to be used for rendering
RenderTexture2D LoadRenderTexture(int width, int height)
{
RenderTexture2D target = rlglLoadRenderTexture(width, height);
return target;
}
// Unload image from CPU memory (RAM)
void UnloadImage(Image image)
{
@ -409,6 +417,17 @@ void UnloadTexture(Texture2D texture)
}
}
// Unload render texture from GPU memory
void UnloadRenderTexture(RenderTexture2D target)
{
if (target.id != 0)
{
rlDeleteRenderTextures(target);
TraceLog(INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
}
}
// Get pixel data from image in the form of Color struct array
Color *GetImageData(Image image)
{