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-rw-r--r--examples/shaders/shaders_hybrid_render.c55
-rw-r--r--projects/VS2022/examples/shaders_hybrid_render.vcxproj387
-rw-r--r--projects/VS2022/raylib.sln19
3 files changed, 432 insertions, 29 deletions
diff --git a/examples/shaders/shaders_hybrid_render.c b/examples/shaders/shaders_hybrid_render.c
index 86ba6397..0f30680c 100644
--- a/examples/shaders/shaders_hybrid_render.c
+++ b/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
//--------------------------------------------------------------------------------------
diff --git a/projects/VS2022/examples/shaders_hybrid_render.vcxproj b/projects/VS2022/examples/shaders_hybrid_render.vcxproj
new file mode 100644
index 00000000..ba8cdc58
--- /dev/null
+++ b/projects/VS2022/examples/shaders_hybrid_render.vcxproj
@@ -0,0 +1,387 @@
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+ <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> \ No newline at end of file
diff --git a/projects/VS2022/raylib.sln b/projects/VS2022/raylib.sln
index 15362806..06166cdd 100644
--- a/projects/VS2022/raylib.sln
+++ b/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}