168 lines
7.1 KiB
C
168 lines
7.1 KiB
C
/*******************************************************************************************
|
||
*
|
||
* raylib [shaders] example - Depth buffer writing
|
||
*
|
||
* 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) 2022-2023 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
|
||
|
||
//------------------------------------------------------------------------------------
|
||
// Declare custom functions required for the example
|
||
//------------------------------------------------------------------------------------
|
||
// 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 projection type
|
||
};
|
||
|
||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||
//--------------------------------------------------------------------------------------
|
||
|
||
// Main game loop
|
||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||
{
|
||
// Update
|
||
//----------------------------------------------------------------------------------
|
||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||
//----------------------------------------------------------------------------------
|
||
|
||
// 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 };
|
||
|
||
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 texture buffer (instead of raylib default renderbuffer)
|
||
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 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 UnloadRenderTextureDepthTex(RenderTexture2D target)
|
||
{
|
||
if (target.id > 0)
|
||
{
|
||
// Color texture attached to FBO is deleted
|
||
rlUnloadTexture(target.texture.id);
|
||
rlUnloadTexture(target.depth.id);
|
||
|
||
// NOTE: Depth texture is automatically
|
||
// queried and deleted before deleting framebuffer
|
||
rlUnloadFramebuffer(target.id);
|
||
}
|
||
} |