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- /*******************************************************************************************
- *
- * raylib [shaders] example - depth rendering
- *
- * 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) 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) 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
- //--------------------------------------------------------------------------------------
- // Module Functions Declaration
- //--------------------------------------------------------------------------------------
- // Load custom render texture with depth texture attached
- 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 - depth rendering");
- // Define the camera to look into our 3d world
- 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 render texture with a depth texture attached
- RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
- // Load depth shader and get depth texture shader location
- Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth_render.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 scene 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();
- // Draw into screen (main framebuffer)
- BeginDrawing();
- ClearBackground(RAYWHITE);
- 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
- UnloadRenderTextureDepthTex(target);
- UnloadShader(depthShader); // Unload shader
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
- //--------------------------------------------------------------------------------------
- // Module Functions Definition
- //--------------------------------------------------------------------------------------
- // Load custom render texture, create a writable depth texture buffer
- static RenderTexture2D LoadRenderTextureDepthTex(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 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: Not defined 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;
- }
- // 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);
- }
- }
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