diff options
| -rw-r--r-- | examples/shaders/resources/shaders/glsl100/write_depth.fs | 4 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/write_depth.fs | 6 | ||||
| -rw-r--r-- | examples/shaders/shaders_write_depth.c | 173 |
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 |
