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authorRay <[email protected]>2023-01-01 18:31:03 +0100
committerRay <[email protected]>2023-01-01 18:31:03 +0100
commit5ba41e4f7fc2af29c59705e2179e7333ff68b92f (patch)
tree3ccab59b0580b351b29b3118457855480ccd18f5 /examples
parent3cfb9a6e83af9a94a2d1d57dd6bbfba738c09b2a (diff)
downloadraylib-5ba41e4f7fc2af29c59705e2179e7333ff68b92f.tar.gz
raylib-5ba41e4f7fc2af29c59705e2179e7333ff68b92f.zip
REVIEWED: `shaders_write_depth` example
Diffstat (limited to 'examples')
-rw-r--r--examples/shaders/resources/shaders/glsl100/write_depth.fs4
-rw-r--r--examples/shaders/resources/shaders/glsl330/write_depth.fs6
-rw-r--r--examples/shaders/shaders_write_depth.c173
3 files changed, 103 insertions, 80 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/write_depth.fs b/examples/shaders/resources/shaders/glsl100/write_depth.fs
index 5167efb8..341c6115 100644
--- a/examples/shaders/resources/shaders/glsl100/write_depth.fs
+++ b/examples/shaders/resources/shaders/glsl100/write_depth.fs
@@ -7,9 +7,11 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
+
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
+
gl_FragColor = texelColor*colDiffuse*fragColor;
- gl_FragDepthEXT = 1.0 - gl_FragCoord.z;
+ gl_FragDepthEXT = 1.0 - gl_FragCoord.z;
} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/write_depth.fs b/examples/shaders/resources/shaders/glsl330/write_depth.fs
index 36c70fe4..88a4113f 100644
--- a/examples/shaders/resources/shaders/glsl330/write_depth.fs
+++ b/examples/shaders/resources/shaders/glsl330/write_depth.fs
@@ -5,9 +5,11 @@ in vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
+
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
+
gl_FragColor = texelColor*colDiffuse*fragColor;
- gl_FragDepth = 1.0 - gl_FragCoord.z;
-} \ No newline at end of file
+ gl_FragDepth = 1.0 - gl_FragCoord.z;
+}
diff --git a/examples/shaders/shaders_write_depth.c b/examples/shaders/shaders_write_depth.c
index 28c605c7..317f6ac7 100644
--- a/examples/shaders/shaders_write_depth.c
+++ b/examples/shaders/shaders_write_depth.c
@@ -1,6 +1,6 @@
/*******************************************************************************************
*
-* raylib [core] example - Basic window
+* raylib [shaders] example - Depth buffer writing
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
@@ -9,7 +9,7 @@
* 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 Buğra Alptekin Sarı (@BugraAlptekinSari)
+* Copyright (c) 2022-2023 Buğra Alptekin Sarı (@BugraAlptekinSari)
*
********************************************************************************************/
@@ -21,60 +21,16 @@
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
-//------------------------------------------------------------------------------------
-// Customized render texture function to create a writable render buffer
-RenderTexture2D LoadRenderTextureMOD(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 rendertexture
- 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 renderbuffer/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;
-}
+//------------------------------------------------------------------------------------
+// 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)
-void UnloadRenderTextureMOD(RenderTexture2D target)
-{
- if (target.id > 0)
- {
- // Color texture attached to FBO is deleted
- rlUnloadTexture(target.texture.id);
- rlUnloadTexture(target.depth.id);
+static void UnloadRenderTextureDepthTex(RenderTexture2D target);
+
- // NOTE: Depth texture/renderbuffer is automatically
- // queried and deleted before deleting framebuffer
- rlUnloadFramebuffer(target.id);
- }
-}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
@@ -85,22 +41,25 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
- InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
- // The shader inverst the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
+ // 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 buffer
- RenderTexture2D target = LoadRenderTextureMOD(screenWidth, screenHeight);
+ // Use Customized function to create writable depth texture buffer
+ RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
- Camera camera = { // Define the camera to look into our 3d world
+ // 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 mode type
+ .projection = CAMERA_PERSPECTIVE // Camera mode type
};
+
SetCameraMode(camera, CAMERA_ORBITAL);
+
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@@ -110,36 +69,39 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
+ //----------------------------------------------------------------------------------
+
// Draw
//----------------------------------------------------------------------------------
- // Draw FBO
+
+ // 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();
+ 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 Screen
+ // Draw into screen our custom render texture
BeginDrawing();
-
- ClearBackground(RAYWHITE);
- DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
- DrawFPS(0, 0);
-
+ ClearBackground(RAYWHITE);
+
+ DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
+ DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
- UnloadRenderTextureMOD(target);
+ UnloadRenderTextureDepthTex(target);
UnloadShader(shader);
CloseWindow(); // Close window and OpenGL context
@@ -147,3 +109,60 @@ int main(void)
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);
+ }
+} \ No newline at end of file