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REXM: RENAME: example: shaders_write_depth
--> shaders_depth_writing
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@@ -6,7 +6,7 @@
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*
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* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
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*
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* Example contributed by Luís Almeida (@luis605)
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* Example contributed by Luís Almeida (@luis605) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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@@ -16,6 +16,7 @@
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#if defined(PLATFORM_DESKTOP)
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@@ -24,7 +25,14 @@
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#define GLSL_VERSION 100
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#endif
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RenderTexture2D LoadRenderTextureWithDepth(int width, int height);
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//--------------------------------------------------------------------------------------
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// Module Functions Declaration
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//--------------------------------------------------------------------------------------
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// Load custom render texture with depth texture attached
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static RenderTexture2D LoadRenderTextureDepthTex(int width, int height);
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// Unload render texture from GPU memory (VRAM)
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static void UnloadRenderTextureDepthTex(RenderTexture2D target);
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//------------------------------------------------------------------------------------
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// Program main entry point
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@@ -38,7 +46,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth rendering");
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// Init camera
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 4.0f, 1.0f, 5.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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@@ -46,8 +54,8 @@ int main(void)
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Load an empty render texture with a depth texture
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RenderTexture2D target = LoadRenderTextureWithDepth(screenWidth, screenHeight);
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// Load render texture with a depth texture attached
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RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Load depth shader and get depth texture shader location
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Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth.fs", GLSL_VERSION));
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@@ -55,7 +63,7 @@ int main(void)
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int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
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SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
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// Load models
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// Load scene models
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Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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Model floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1));
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@@ -78,12 +86,14 @@ int main(void)
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ClearBackground(WHITE);
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BeginMode3D(camera);
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DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
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DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
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DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);
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EndMode3D();
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EndTextureMode();
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// Draw into screen (main framebuffer)
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginShaderMode(depthShader);
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SetShaderValueTexture(depthShader, depthLoc, target.depth);
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@@ -106,19 +116,24 @@ int main(void)
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//--------------------------------------------------------------------------------------
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UnloadModel(cube); // Unload model
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UnloadModel(floor); // Unload model
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UnloadRenderTexture(target); // Unload render texture
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UnloadRenderTextureDepthTex(target);
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UnloadShader(depthShader); // Unload shader
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
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//--------------------------------------------------------------------------------------
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// Module Functions Definition
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//--------------------------------------------------------------------------------------
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// Load custom render texture, create a writable depth texture buffer
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static RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
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{
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RenderTexture2D target = {0};
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RenderTexture2D target = { 0 };
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target.id = rlLoadFramebuffer(); // Load an empty framebuffer
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target.id = rlLoadFramebuffer(); // Load an empty framebuffer
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if (target.id > 0)
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{
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@@ -131,11 +146,11 @@ RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
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target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
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target.texture.mipmaps = 1;
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// Create depth texture
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// Create depth texture buffer (instead of raylib default renderbuffer)
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target.depth.id = rlLoadTextureDepth(width, height, false);
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target.depth.width = width;
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target.depth.height = height;
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target.depth.format = 19; //DEPTH_COMPONENT_24BIT? THIS DOESN'T EXIST IN RAYLIB
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target.depth.format = 19; // DEPTH_COMPONENT_24BIT: Not defined in raylib
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target.depth.mipmaps = 1;
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// Attach color texture and depth texture to FBO
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@@ -150,4 +165,19 @@ RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
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else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created");
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return target;
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}
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// Unload render texture from GPU memory (VRAM)
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void UnloadRenderTextureDepthTex(RenderTexture2D target)
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{
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if (target.id > 0)
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{
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// Color texture attached to FBO is deleted
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rlUnloadTexture(target.texture.id);
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rlUnloadTexture(target.depth.id);
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// NOTE: Depth texture is automatically
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// queried and deleted before deleting framebuffer
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rlUnloadFramebuffer(target.id);
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}
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}
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