Jelajahi Sumber

ADDED: Example project to VS

Ray 2 tahun lalu
induk
melakukan
1cfb484100

+ 26 - 29
examples/shaders/shaders_hybrid_render.c

@@ -52,24 +52,24 @@ int main(void)
 
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
 
-    // This Shader calculates pixel depth and color using raymarch.
-    Shader raymarch_shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raymarch.fs", GLSL_VERSION));
-    // 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.
-    Shader raster_shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
+    // This Shader calculates pixel depth and color using raymarch
+    Shader shdrRaymarch = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raymarch.fs", GLSL_VERSION));
+
+    // 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
+    Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
 
     // Declare Struct used to store camera locs.
-    RayLocs march_locs = {0};
+    RayLocs marchLocs = {0};
 
     // Fill the struct with shader locs.
-    march_locs.camPos = GetShaderLocation(raymarch_shader, "camPos");
-    march_locs.camDir = GetShaderLocation(raymarch_shader, "camDir");
-    march_locs.screenCenter = GetShaderLocation(raymarch_shader, "screenCenter");
-
-    {   // Transfer screenCenter position to shader. Which is used to calculate ray direction. 
-        Vector2 screenCenter = {.x = screenWidth/2.0, .y = screenHeight/2.0};
-        SetShaderValue(raymarch_shader, march_locs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
-    }
+    marchLocs.camPos = GetShaderLocation(shdrRaymarch, "camPos");
+    marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
+    marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
 
+    // Transfer screenCenter position to shader. Which is used to calculate ray direction. 
+    Vector2 screenCenter = {.x = screenWidth/2.0, .y = screenHeight/2.0};
+    SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
 
     // Use Customized function to create writable depth texture buffer
     RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
@@ -80,15 +80,14 @@ int main(void)
         .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
+        .projection = CAMERA_PERSPECTIVE              // Camera projection type
     };
     
     // Camera FOV is pre-calculated in the camera Distance.
     double camDist = 1.0/(tan(camera.fovy*0.5*DEG2RAD));
-
-    SetCameraMode(camera, CAMERA_FIRST_PERSON);
     
-    SetTargetFPS(60);
+    DisableCursor();                // Limit cursor to relative movement inside the window
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
 
     // Main game loop
@@ -96,33 +95,31 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);
+        UpdateCamera(&camera, CAMERA_ORBITAL);
 
-        //Update Camera Postion in the ray march shader.
-        SetShaderValue(raymarch_shader, march_locs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
+        // Update Camera Postion in the ray march shader.
+        SetShaderValue(shdrRaymarch, marchLocs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
         
-        {   // Update Camera Looking Vector. Vector length determines FOV.
-            Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
-            SetShaderValue(raymarch_shader, march_locs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
-        }
+        // Update Camera Looking Vector. Vector length determines FOV.
+        Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
+        SetShaderValue(shdrRaymarch, marchLocs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
         //----------------------------------------------------------------------------------
         
         // Draw
         //----------------------------------------------------------------------------------
-        
         // Draw into our custom render texture (framebuffer)
         BeginTextureMode(target);
             ClearBackground(WHITE);
 
             // Raymarch Scene
             rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
-            BeginShaderMode(raymarch_shader);
+            BeginShaderMode(shdrRaymarch);
                 DrawRectangleRec((Rectangle){0,0,screenWidth,screenHeight},WHITE);
             EndShaderMode();
             
             // Raserize Scene
             BeginMode3D(camera);
-                BeginShaderMode(raster_shader);
+                BeginShaderMode(shdrRaster);
                     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);
@@ -145,8 +142,8 @@ int main(void)
     // De-Initialization
     //--------------------------------------------------------------------------------------
     UnloadRenderTextureDepthTex(target);
-    UnloadShader(raymarch_shader);
-    UnloadShader(raster_shader);
+    UnloadShader(shdrRaymarch);
+    UnloadShader(shdrRaster);
 
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------

+ 387 - 0
projects/VS2022/examples/shaders_hybrid_render.vcxproj

@@ -0,0 +1,387 @@
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+      <RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
+    </ClCompile>
+    <Link>
+      <SubSystem>Console</SubSystem>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
+    </Link>
+    <PostBuildEvent>
+      <Command>xcopy /y /d  "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
+    </PostBuildEvent>
+    <PostBuildEvent>
+      <Message>Copy Release DLL to output directory</Message>
+    </PostBuildEvent>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
+    <ClCompile>
+      <WarningLevel>Level3</WarningLevel>
+      <PrecompiledHeader>
+      </PrecompiledHeader>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
+      <AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <CompileAs>CompileAsC</CompileAs>
+      <RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
+    </ClCompile>
+    <Link>
+      <SubSystem>Console</SubSystem>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
+    </Link>
+    <PostBuildEvent>
+      <Command>xcopy /y /d  "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
+    </PostBuildEvent>
+    <PostBuildEvent>
+      <Message>Copy Release DLL to output directory</Message>
+    </PostBuildEvent>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\..\examples\shaders\shaders_hybrid_render.c" />
+  </ItemGroup>
+  <ItemGroup>
+    <ProjectReference Include="..\raylib\raylib.vcxproj">
+      <Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
+    </ProjectReference>
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>

+ 19 - 0
projects/VS2022/raylib.sln

@@ -269,6 +269,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examp
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_write_depth", "examples\shaders_write_depth.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}"
 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hybrid_render", "examples\shaders_hybrid_render.vcxproj", "{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}"
+EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug.DLL|x64 = Debug.DLL|x64
@@ -2261,6 +2263,22 @@ Global
 		{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x64.Build.0 = Release|x64
 		{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x86.ActiveCfg = Release|Win32
 		{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x86.Build.0 = Release|Win32
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug|x64.ActiveCfg = Debug|x64
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug|x64.Build.0 = Debug|x64
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug|x86.ActiveCfg = Debug|Win32
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug|x86.Build.0 = Debug|Win32
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release.DLL|x64.Build.0 = Release.DLL|x64
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release.DLL|x86.Build.0 = Release.DLL|Win32
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release|x64.ActiveCfg = Release|x64
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release|x64.Build.0 = Release|x64
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release|x86.ActiveCfg = Release|Win32
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release|x86.Build.0 = Release|Win32
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE
@@ -2397,6 +2415,7 @@ Global
 		{769FF0C1-4424-4FA3-BC44-D7A7DA312A06} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
 		{6D9E00D8-2893-45E4-9363-3F7F61D416BD} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
 		{70B35F59-AFC2-4D8F-8833-5314D2047A81} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+		{3755E9F4-CB48-4EC3-B561-3B85964EBDEF} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
 	EndGlobalSection
 	GlobalSection(ExtensibilityGlobals) = postSolution
 		SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}