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@@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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-* raylib [core] example - Basic window
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+* raylib [shaders] example - Depth buffer writing
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*
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* Example originally created with raylib 4.2, last time updated with raylib 4.2
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*
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@@ -9,7 +9,7 @@
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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-* Copyright (c) 2022 Buğra Alptekin Sarı (@BugraAlptekinSari)
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+* Copyright (c) 2022-2023 Buğra Alptekin Sarı (@BugraAlptekinSari)
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*
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********************************************************************************************/
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@@ -21,60 +21,16 @@
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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-//------------------------------------------------------------------------------------
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-// Customized render texture function to create a writable render buffer
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-RenderTexture2D LoadRenderTextureMOD(int width, int height)
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-{
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- RenderTexture2D target = { 0 };
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-
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- target.id = rlLoadFramebuffer(width, height); // Load an empty framebuffer
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-
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- if (target.id > 0)
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- {
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- rlEnableFramebuffer(target.id);
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-
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- // Create color texture (default to RGBA)
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- target.texture.id = rlLoadTexture(0, width, height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
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- target.texture.width = width;
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- target.texture.height = height;
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- target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
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- target.texture.mipmaps = 1;
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-
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- // Create depth rendertexture
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- target.depth.id = rlLoadTextureDepth(width, height, false);
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- target.depth.width = width;
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- target.depth.height = height;
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- target.depth.format = 19; //DEPTH_COMPONENT_24BIT?
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- target.depth.mipmaps = 1;
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-
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- // Attach color texture and depth renderbuffer/texture to FBO
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- rlFramebufferAttach(target.id, target.texture.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
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- rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0);
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-
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- // Check if fbo is complete with attachments (valid)
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- if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id);
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-
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- rlDisableFramebuffer();
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- }
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- else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created");
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-
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- return target;
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-}
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+//------------------------------------------------------------------------------------
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+// Declare custom functions required for the example
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+//------------------------------------------------------------------------------------
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+// Load custom render texture, create a writable depth texture buffer
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+static RenderTexture2D LoadRenderTextureDepthTex(int width, int height);
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// Unload render texture from GPU memory (VRAM)
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-void UnloadRenderTextureMOD(RenderTexture2D target)
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-{
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- if (target.id > 0)
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- {
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- // Color texture attached to FBO is deleted
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- rlUnloadTexture(target.texture.id);
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- rlUnloadTexture(target.depth.id);
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+static void UnloadRenderTextureDepthTex(RenderTexture2D target);
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+
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- // NOTE: Depth texture/renderbuffer is automatically
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- // queried and deleted before deleting framebuffer
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- rlUnloadFramebuffer(target.id);
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- }
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-}
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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@@ -85,22 +41,25 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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- InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
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+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
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- // The shader inverst the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
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+ // The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));
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- //Use Customized function to create writable depth buffer
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- RenderTexture2D target = LoadRenderTextureMOD(screenWidth, screenHeight);
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+ // Use Customized function to create writable depth texture buffer
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+ RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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- Camera camera = { // Define the camera to look into our 3d world
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+ // Define the camera to look into our 3d world
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+ Camera camera = {
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.position = (Vector3){ 2.0f, 2.0f, 3.0f }, // Camera position
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.target = (Vector3){ 0.0f, 0.5f, 0.0f }, // Camera looking at point
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.up = (Vector3){ 0.0f, 1.0f, 0.0f }, // Camera up vector (rotation towards target)
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.fovy = 45.0f, // Camera field-of-view Y
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- .projection = CAMERA_PERSPECTIVE // Camera mode type
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+ .projection = CAMERA_PERSPECTIVE // Camera mode type
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};
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+
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SetCameraMode(camera, CAMERA_ORBITAL);
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+
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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@@ -110,36 +69,39 @@ int main(void)
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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+ //----------------------------------------------------------------------------------
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+
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// Draw
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//----------------------------------------------------------------------------------
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- // Draw FBO
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+
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+ // Draw into our custom render texture (framebuffer)
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BeginTextureMode(target);
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- ClearBackground(WHITE);
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- BeginMode3D(camera);
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- BeginShaderMode(shader);
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- DrawCubeWiresV((Vector3) { 0.0f, 0.5f, 1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, RED);
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- DrawCubeV((Vector3) { 0.0f, 0.5f, 1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, PURPLE);
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- DrawCubeWiresV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, DARKGREEN);
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- DrawCubeV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, YELLOW);
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- DrawGrid(10, 1.0f);
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- EndShaderMode();
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- EndMode3D();
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+ ClearBackground(WHITE);
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+
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+ BeginMode3D(camera);
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+ BeginShaderMode(shader);
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+ DrawCubeWiresV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, RED);
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+ DrawCubeV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, PURPLE);
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+ DrawCubeWiresV((Vector3){ 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, DARKGREEN);
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+ DrawCubeV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, YELLOW);
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+ DrawGrid(10, 1.0f);
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+ EndShaderMode();
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+ EndMode3D();
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EndTextureMode();
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- // Draw Screen
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+ // Draw into screen our custom render texture
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BeginDrawing();
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-
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- ClearBackground(RAYWHITE);
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- DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
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- DrawFPS(0, 0);
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-
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+ ClearBackground(RAYWHITE);
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+
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+ DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
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+ DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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- UnloadRenderTextureMOD(target);
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+ UnloadRenderTextureDepthTex(target);
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UnloadShader(shader);
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CloseWindow(); // Close window and OpenGL context
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@@ -147,3 +109,60 @@ int main(void)
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return 0;
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}
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+
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+//------------------------------------------------------------------------------------
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+// Define custom functions required for the example
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+//------------------------------------------------------------------------------------
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+// Load custom render texture, create a writable depth texture buffer
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+RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
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+{
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+ RenderTexture2D target = { 0 };
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+
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+ target.id = rlLoadFramebuffer(width, height); // Load an empty framebuffer
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+
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+ if (target.id > 0)
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+ {
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+ rlEnableFramebuffer(target.id);
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+
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+ // Create color texture (default to RGBA)
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+ target.texture.id = rlLoadTexture(0, width, height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
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+ target.texture.width = width;
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+ target.texture.height = height;
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+ target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
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+ target.texture.mipmaps = 1;
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+
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+ // Create depth texture buffer (instead of raylib default renderbuffer)
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+ target.depth.id = rlLoadTextureDepth(width, height, false);
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+ target.depth.width = width;
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+ target.depth.height = height;
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+ target.depth.format = 19; //DEPTH_COMPONENT_24BIT?
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+ target.depth.mipmaps = 1;
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+
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+ // Attach color texture and depth texture to FBO
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+ rlFramebufferAttach(target.id, target.texture.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
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+ rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0);
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+
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+ // Check if fbo is complete with attachments (valid)
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+ if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id);
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+
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+ rlDisableFramebuffer();
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+ }
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+ else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created");
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+
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+ return target;
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+}
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+
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+// Unload render texture from GPU memory (VRAM)
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+void UnloadRenderTextureDepthTex(RenderTexture2D target)
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+{
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+ if (target.id > 0)
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+ {
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+ // Color texture attached to FBO is deleted
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+ rlUnloadTexture(target.texture.id);
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+ rlUnloadTexture(target.depth.id);
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+
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+ // NOTE: Depth texture is automatically
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+ // queried and deleted before deleting framebuffer
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+ rlUnloadFramebuffer(target.id);
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+ }
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+}
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