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Merge pull request #4861 from luis605/view-depth-texture

[examples] Added new shader example: `shader_depth_texture`
Ray 5 月之前
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a5639bb186

+ 2 - 1
examples/CMakeLists.txt

@@ -90,13 +90,14 @@ if (${PLATFORM} MATCHES "Android")
 
     list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_custom_uniform.c)
     list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c)
+    list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_view_depth.c)
     list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
     list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
     list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c)
     list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_basic_lighting.c)
 
 elseif (${PLATFORM} MATCHES "Web")
-    set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os")    
+    set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os")
     # Since WASM is used, ALLOW_MEMORY_GROWTH has no extra overheads
     set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s WASM=1 -s ASYNCIFY -s ALLOW_MEMORY_GROWTH=1 --shell-file ${CMAKE_SOURCE_DIR}/src/shell.html")
     set(CMAKE_EXECUTABLE_SUFFIX ".html")

+ 4 - 3
examples/Makefile

@@ -232,7 +232,7 @@ CFLAGS = -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
 
 ifeq ($(BUILD_MODE),DEBUG)
     CFLAGS += -g -D_DEBUG
-else  
+else
    ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
         ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
             CFLAGS += -O3
@@ -341,12 +341,12 @@ ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_R
     # --source-map-base          # allow debugging in browser with source map
     # --shell-file shell.html    # define a custom shell .html and output extension
     LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sMINIFY_HTML=0
-    
+
     # Using GLFW3 library (instead of RGFW)
     ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
         LDFLAGS += -sUSE_GLFW=3
     endif
-  	 
+
 	# Build using asyncify
     ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
         LDFLAGS += -sASYNCIFY
@@ -642,6 +642,7 @@ SHADERS = \
     shaders/shaders_texture_outline \
     shaders/shaders_texture_tiling \
     shaders/shaders_texture_waves \
+    shaders/shaders_view_depth \
     shaders/shaders_write_depth \
     shaders/shaders_vertex_displacement
 

+ 6 - 2
examples/Makefile.Web

@@ -278,7 +278,7 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
     # --source-map-base          # allow debugging in browser with source map
     # --shell-file shell.html    # define a custom shell .html and output extension
 	LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sEXPORTED_RUNTIME_METHODS=ccall -sMINIFY_HTML=0
-    
+
     # Using GLFW3 library (instead of RGFW)
     ifeq ($(PLATFORM),PLATFORM_WEB)
         LDFLAGS += -sUSE_GLFW=3
@@ -525,6 +525,7 @@ SHADERS = \
     shaders/shaders_texture_tiling \
     shaders/shaders_texture_waves \
     shaders/shaders_vertex_displacement \
+    shaders/shaders_view_depth \
     shaders/shaders_write_depth
 
 AUDIO = \
@@ -1150,6 +1151,10 @@ shaders/shaders_texture_waves: shaders/shaders_texture_waves.c
     --preload-file shaders/resources/space.png@resources/space.png \
     --preload-file shaders/resources/shaders/glsl100/wave.fs@resources/shaders/glsl100/wave.fs
 
+shaders/shaders_view_depth: shaders/shaders_view_depth.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+    --preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs
+
 shaders/shaders_write_depth: shaders/shaders_write_depth.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
     --preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs
@@ -1235,4 +1240,3 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
 	del *.o *.html *.js
 endif
 	@echo Cleaning done
-

+ 1 - 1
examples/README.md

@@ -201,6 +201,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
 | 139 | [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐️⭐️⭐️⭐️ | 5.0 | 5.1-dev | [Afan OLOVCIC](https://github.com/_DevDad) |
 | 140 | [shaders_lightmap](shaders/shaders_lightmap.c) | <img src="shaders/shaders_lightmap.png" alt="shaders_lightmap" width="80"> | ⭐️⭐️⭐️☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
 | 141 | [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width=80> | ⭐️⭐️⭐️☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
+| 142 | [shaders_view_depth](shaders/shaders_view_depth.c) | <img src="shaders/shaders_view_depth.png" alt="shaders_view_depth" width="80"> | ⭐️⭐️⭐️☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) |
 
 ### category: audio
 
@@ -230,4 +231,3 @@ Examples showing raylib misc functionality that does not fit in other categories
 | 154 | [raymath_vector_angle](others/raymath_vector_angle.c) | <img src="others/raymath_vector_angle.png" alt="raymath_vector_angle" width="80"> | ⭐️⭐️☆☆ | 1.0 | 4.6 | [Ray](https://github.com/raysan5) |
 
 As always contributions are welcome, feel free to send new examples! Here is an [examples template](examples_template.c) to start with!
-

+ 21 - 13
examples/shaders/resources/shaders/glsl100/depth.fs

@@ -1,26 +1,34 @@
 #version 100
 
-precision mediump float;
-
 // Input vertex attributes (from vertex shader)
 varying vec2 fragTexCoord;
-varying vec4 fragColor;
 
 // Input uniform values
-uniform sampler2D texture0;     // Depth texture
-uniform vec4 colDiffuse;
+uniform sampler2D depthTexture;
+uniform bool flipY;
+
+float nearPlane = 0.1;
+float farPlane = 100.0;
 
-// NOTE: Add your custom variables here
+// Function to linearize depth from non-linear depth buffer
+float linearizeDepth(float depth)
+{
+    return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
+}
 
 void main()
 {
-    float zNear = 0.01; // camera z near
-    float zFar = 10.0;  // camera z far
-    float z = texture2D(texture0, fragTexCoord).x;
+    // Handle potential Y-flipping
+    vec2 texCoord = fragTexCoord;
+    if (flipY)
+        texCoord.y = 1.0 - texCoord.y;
+
+    // Sample depth texture
+    float depth = texture2D(depthTexture, texCoord).r;
 
-    // Linearize depth value
-    float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
+    // Linearize depth
+    float linearDepth = linearizeDepth(depth);
 
-    // Calculate final fragment color
-    gl_FragColor = vec4(depth, depth, depth, 1.0);
+    // Output final color
+    gl_FragColor = vec4(vec3(linearDepth), 1.0);
 }

+ 20 - 10
examples/shaders/resources/shaders/glsl330/depth.fs

@@ -2,26 +2,36 @@
 
 // Input vertex attributes (from vertex shader)
 in vec2 fragTexCoord;
-in vec4 fragColor;
 
 // Input uniform values
-uniform sampler2D texture0;     // Depth texture
-uniform vec4 colDiffuse;
+uniform sampler2D depthTexture;
+uniform bool flipY;
+
+const float nearPlane = 0.1;
+const float farPlane = 100.0;
 
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add your custom variables here
+// Linearizes the depth buffer value
+float linearizeDepth(float depth)
+{
+    return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
+}
 
 void main()
 {
-    float zNear = 0.01; // camera z near
-    float zFar = 10.0;  // camera z far
-    float z = texture(texture0, fragTexCoord).x;
+    // Handle potential Y-flipping
+    vec2 texCoord = fragTexCoord;
+    if (flipY)
+        texCoord.y = 1.0 - texCoord.y;
+
+    // Sample depth
+    float depth = texture(depthTexture, texCoord).r;
 
     // Linearize depth value
-    float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
+    float linearDepth = linearizeDepth(depth);
 
-    // Calculate final fragment color
-    finalColor = vec4(depth, depth, depth, 1.0);
+    // Output final color
+    finalColor = vec4(vec3(linearDepth), 1.0);
 }

+ 159 - 0
examples/shaders/shaders_view_depth.c

@@ -0,0 +1,159 @@
+/*******************************************************************************************
+*
+*   raylib [shader] example - render depth texture
+*
+*   Example complexity rating: [★★★☆] 3/4
+*
+*   Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
+*
+*   Example contributed by Luís Almeida (@luis605)
+*
+*   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) 2025 Luís Almeida (@luis605)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "rlgl.h"
+
+#if defined(PLATFORM_DESKTOP)
+    #define GLSL_VERSION            330
+#else   // PLATFORM_ANDROID, PLATFORM_WEB
+    #define GLSL_VERSION            100
+#endif
+
+RenderTexture2D LoadRenderTextureWithDepth(int width, int height);
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 600;
+
+    InitWindow(screenWidth, screenHeight, "raylib [shader] example - render depth texture");
+
+    // Load camera
+    Camera camera = { 0 };
+    camera.position = (Vector3){ 4.0f, 1.0f, 5.0f };
+    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
+    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
+    camera.fovy = 45.0f;
+    camera.projection = CAMERA_PERSPECTIVE;
+
+    // Load an empty render texture with a depth texture
+    RenderTexture2D target = LoadRenderTextureWithDepth(screenWidth, screenHeight);
+
+    // Load depth shader and get depth texture shader location
+    Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth.fs", GLSL_VERSION));
+    int depthLoc = GetShaderLocation(depthShader, "depthTexture");
+    int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
+    SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
+
+    // Load models
+    Model cube  = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
+    Model floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1));
+
+    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_FREE);
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginTextureMode(target);
+
+            ClearBackground(WHITE);
+
+            BeginMode3D(camera);
+
+                DrawModel(cube,  (Vector3){ 0.0f, 0.0f, 0.0f },  3.0f, YELLOW);
+                DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);
+
+            EndMode3D();
+
+        EndTextureMode();
+
+        BeginDrawing();
+
+            BeginShaderMode(depthShader);
+
+                SetShaderValueTexture(depthShader, depthLoc, target.depth);
+                DrawTexture(target.depth, 0, 0, WHITE);
+
+            EndShaderMode();
+
+            DrawRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f));
+            DrawRectangleLines( 10, 10, 320, 93, BLUE);
+
+            DrawText("Camera Controls:", 20, 20, 10, BLACK);
+            DrawText("- WASD to move", 40, 40, 10, DARKGRAY);
+            DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
+            DrawText("- Z to zoom to (0, 0, 0)", 40, 80, 10, DARKGRAY);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    UnloadModel(cube);              // Unload model
+    UnloadModel(floor);             // Unload model
+    UnloadRenderTexture(target);    // Unload render texture
+    UnloadShader(depthShader);      // Unload shader
+
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+    return 0;
+}
+
+RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
+{
+    RenderTexture2D target = {0};
+
+    target.id = rlLoadFramebuffer();   // 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
+        target.depth.id = rlLoadTextureDepth(width, height, false);
+        target.depth.width = width;
+        target.depth.height = height;
+        target.depth.format = 19;       //DEPTH_COMPONENT_24BIT? THIS DOESN'T EXIST IN RAYLIB
+        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;
+}

二进制
examples/shaders/shaders_view_depth.png


+ 569 - 0
projects/VS2022/examples/shaders_view_depth.vcxproj

@@ -0,0 +1,569 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug.DLL|ARM64">
+      <Configuration>Debug.DLL</Configuration>
+      <Platform>ARM64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug.DLL|Win32">
+      <Configuration>Debug.DLL</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug.DLL|x64">
+      <Configuration>Debug.DLL</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|ARM64">
+      <Configuration>Debug</Configuration>
+      <Platform>ARM64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release.DLL|ARM64">
+      <Configuration>Release.DLL</Configuration>
+      <Platform>ARM64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release.DLL|Win32">
+      <Configuration>Release.DLL</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release.DLL|x64">
+      <Configuration>Release.DLL</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|ARM64">
+      <Configuration>Release</Configuration>
+      <Platform>ARM64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{70B35F59-AFC2-4D8F-8833-5314D2047A81}</ProjectGuid>
+    <Keyword>Win32Proj</Keyword>
+    <RootNamespace>shaders_view_depth</RootNamespace>
+    <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
+    <ProjectName>shaders_view_depth</ProjectName>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
+    <CharacterSet>Unicode</CharacterSet>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
+    <CharacterSet>Unicode</CharacterSet>
+  </PropertyGroup>
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+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|ARM64'" Label="Configuration">
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+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
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+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
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+  <ImportGroup Label="Shared">
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@@ -271,6 +271,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examp
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 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_view_depth", "examples\shaders_view_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
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_sound_multi", "examples\audio_sound_multi.vcxproj", "{F81C5819-85B4-4D2E-B6DC-104A7634461B}"