REXM: RENAME: example: shaders_write_depth --> shaders_depth_writing

This commit is contained in:
Ray
2025-09-13 10:41:25 +02:00
parent 8d48a12306
commit adac5f7770
9 changed files with 632 additions and 601 deletions

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@@ -6,7 +6,7 @@
*
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
*
* Example contributed by Luís Almeida (@luis605)
* 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
@@ -16,6 +16,7 @@
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h"
#if defined(PLATFORM_DESKTOP)
@@ -24,7 +25,14 @@
#define GLSL_VERSION 100
#endif
RenderTexture2D LoadRenderTextureWithDepth(int width, int height);
//--------------------------------------------------------------------------------------
// 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
@@ -38,7 +46,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth rendering");
// Init camera
// 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 };
@@ -46,8 +54,8 @@ int main(void)
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
// Load an empty render texture with a depth texture
RenderTexture2D target = LoadRenderTextureWithDepth(screenWidth, screenHeight);
// 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.fs", GLSL_VERSION));
@@ -55,7 +63,7 @@ int main(void)
int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
// Load models
// Load scene models
Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
Model floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1));
@@ -78,12 +86,14 @@ int main(void)
ClearBackground(WHITE);
BeginMode3D(camera);
DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
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);
@@ -106,19 +116,24 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadModel(cube); // Unload model
UnloadModel(floor); // Unload model
UnloadRenderTexture(target); // Unload render texture
UnloadRenderTextureDepthTex(target);
UnloadShader(depthShader); // Unload shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
//--------------------------------------------------------------------------------------
// Module Functions Definition
//--------------------------------------------------------------------------------------
// Load custom render texture, create a writable depth texture buffer
static RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
{
RenderTexture2D target = {0};
RenderTexture2D target = { 0 };
target.id = rlLoadFramebuffer(); // Load an empty framebuffer
target.id = rlLoadFramebuffer(); // Load an empty framebuffer
if (target.id > 0)
{
@@ -131,11 +146,11 @@ RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
target.texture.mipmaps = 1;
// Create depth texture
// 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? THIS DOESN'T EXIST IN RAYLIB
target.depth.format = 19; // DEPTH_COMPONENT_24BIT: Not defined in raylib
target.depth.mipmaps = 1;
// Attach color texture and depth texture to FBO
@@ -150,4 +165,19 @@ RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
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);
}
}