mirror of
https://github.com/raysan5/raylib.git
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REXM: RENAME: example: shaders_write_depth
--> shaders_depth_writing
This commit is contained in:
@@ -656,7 +656,7 @@ SHADERS = \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_waves \
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shaders/shaders_texture_waves \
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shaders/shaders_vertex_displacement \
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shaders/shaders_vertex_displacement \
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shaders/shaders_write_depth
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shaders/shaders_depth_writing
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AUDIO = \
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AUDIO = \
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audio/audio_mixed_processor \
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audio/audio_mixed_processor \
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@@ -656,7 +656,7 @@ SHADERS = \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_waves \
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shaders/shaders_texture_waves \
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shaders/shaders_vertex_displacement \
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shaders/shaders_vertex_displacement \
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shaders/shaders_write_depth
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shaders/shaders_depth_writing
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AUDIO = \
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AUDIO = \
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audio/audio_mixed_processor \
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audio/audio_mixed_processor \
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@@ -1298,7 +1298,7 @@ shaders/shaders_vertex_displacement: shaders/shaders_vertex_displacement.c
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--preload-file shaders/resources/shaders/glsl100/vertex_displacement.vs@resources/shaders/glsl100/vertex_displacement.vs \
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--preload-file shaders/resources/shaders/glsl100/vertex_displacement.vs@resources/shaders/glsl100/vertex_displacement.vs \
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--preload-file shaders/resources/shaders/glsl100/vertex_displacement.fs@resources/shaders/glsl100/vertex_displacement.fs
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--preload-file shaders/resources/shaders/glsl100/vertex_displacement.fs@resources/shaders/glsl100/vertex_displacement.fs
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shaders/shaders_write_depth: shaders/shaders_write_depth.c
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shaders/shaders_depth_writing: shaders/shaders_depth_writing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs
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--preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs
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@@ -203,7 +203,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
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| [shaders_texture_tiling](shaders/shaders_texture_tiling.c) | <img src="shaders/shaders_texture_tiling.png" alt="shaders_texture_tiling" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Luis Almeida](https://github.com/luis605) |
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| [shaders_texture_tiling](shaders/shaders_texture_tiling.c) | <img src="shaders/shaders_texture_tiling.png" alt="shaders_texture_tiling" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Luis Almeida](https://github.com/luis605) |
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| [shaders_shadowmap_rendering](shaders/shaders_shadowmap_rendering.c) | <img src="shaders/shaders_shadowmap_rendering.png" alt="shaders_shadowmap_rendering" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) |
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| [shaders_shadowmap_rendering](shaders/shaders_shadowmap_rendering.c) | <img src="shaders/shaders_shadowmap_rendering.png" alt="shaders_shadowmap_rendering" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) |
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| [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) | <img src="shaders/shaders_vertex_displacement.png" alt="shaders_vertex_displacement" width="80"> | ⭐⭐⭐☆ | 5.0 | 4.5 | [Alex ZH](https://github.com/ZzzhHe) |
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| [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) | <img src="shaders/shaders_vertex_displacement.png" alt="shaders_vertex_displacement" width="80"> | ⭐⭐⭐☆ | 5.0 | 4.5 | [Alex ZH](https://github.com/ZzzhHe) |
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| [shaders_write_depth](shaders/shaders_write_depth.c) | <img src="shaders/shaders_write_depth.png" alt="shaders_write_depth" width="80"> | ⭐⭐☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
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| [shaders_depth_writing](shaders/shaders_depth_writing.c) | <img src="shaders/shaders_depth_writing.png" alt="shaders_depth_writing" width="80"> | ⭐⭐☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
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| [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.5 | [Afan OLOVCIC](https://github.com/_DevDad) |
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| [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.5 | [Afan OLOVCIC](https://github.com/_DevDad) |
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| [shaders_lightmap_rendering](shaders/shaders_lightmap_rendering.c) | <img src="shaders/shaders_lightmap_rendering.png" alt="shaders_lightmap_rendering" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
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| [shaders_lightmap_rendering](shaders/shaders_lightmap_rendering.c) | <img src="shaders/shaders_lightmap_rendering.png" alt="shaders_lightmap_rendering" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
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| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
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| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
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@@ -150,7 +150,7 @@ shaders;shaders_hybrid_rendering;★★★★;4.2;4.2;2022;2025;"Buğra Alptekin
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shaders;shaders_texture_tiling;★★☆☆;4.5;4.5;2023;2025;"Luis Almeida";@luis605
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shaders;shaders_texture_tiling;★★☆☆;4.5;4.5;2023;2025;"Luis Almeida";@luis605
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shaders;shaders_shadowmap_rendering;★★★★;5.0;5.0;2023;2025;"TheManTheMythTheGameDev";@TheManTheMythTheGameDev
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shaders;shaders_shadowmap_rendering;★★★★;5.0;5.0;2023;2025;"TheManTheMythTheGameDev";@TheManTheMythTheGameDev
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shaders;shaders_vertex_displacement;★★★☆;5.0;4.5;2023;2025;"Alex ZH";@ZzzhHe
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shaders;shaders_vertex_displacement;★★★☆;5.0;4.5;2023;2025;"Alex ZH";@ZzzhHe
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shaders;shaders_write_depth;★★☆☆;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
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shaders;shaders_depth_writing;★★☆☆;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
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shaders;shaders_basic_pbr;★★★★;5.0;5.5;2023;2025;"Afan OLOVCIC";@_DevDad
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shaders;shaders_basic_pbr;★★★★;5.0;5.5;2023;2025;"Afan OLOVCIC";@_DevDad
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shaders;shaders_lightmap_rendering;★★★☆;4.5;4.5;2019;2025;"Jussi Viitala";@nullstare
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shaders;shaders_lightmap_rendering;★★★☆;4.5;4.5;2019;2025;"Jussi Viitala";@nullstare
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shaders;shaders_rounded_rectangle;★★★☆;5.5;5.5;2025;2025;"Anstro Pleuton";@anstropleuton
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shaders;shaders_rounded_rectangle;★★★☆;5.5;5.5;2025;2025;"Anstro Pleuton";@anstropleuton
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@@ -6,7 +6,7 @@
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*
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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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* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
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*
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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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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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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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* 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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********************************************************************************************/
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#include "raylib.h"
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#include "raylib.h"
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#include "rlgl.h"
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#include "rlgl.h"
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#if defined(PLATFORM_DESKTOP)
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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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#define GLSL_VERSION 100
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#endif
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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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//------------------------------------------------------------------------------------
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// Program main entry point
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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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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 camera = { 0 };
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camera.position = (Vector3){ 4.0f, 1.0f, 5.0f };
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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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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.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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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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// Load render texture with a depth texture attached
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RenderTexture2D target = LoadRenderTextureWithDepth(screenWidth, screenHeight);
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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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// 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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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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int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
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SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
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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 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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Model floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1));
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@@ -83,7 +91,9 @@ int main(void)
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EndMode3D();
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EndMode3D();
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EndTextureMode();
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EndTextureMode();
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// Draw into screen (main framebuffer)
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BeginDrawing();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginShaderMode(depthShader);
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BeginShaderMode(depthShader);
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SetShaderValueTexture(depthShader, depthLoc, target.depth);
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SetShaderValueTexture(depthShader, depthLoc, target.depth);
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@@ -106,17 +116,22 @@ int main(void)
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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UnloadModel(cube); // Unload model
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UnloadModel(cube); // Unload model
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UnloadModel(floor); // 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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UnloadShader(depthShader); // Unload shader
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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return 0;
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return 0;
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}
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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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{
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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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@@ -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.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
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target.texture.mipmaps = 1;
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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.id = rlLoadTextureDepth(width, height, false);
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target.depth.width = width;
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target.depth.width = width;
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target.depth.height = height;
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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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target.depth.mipmaps = 1;
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// Attach color texture and depth texture to FBO
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// Attach color texture and depth texture to FBO
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@@ -151,3 +166,18 @@ RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
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return target;
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return target;
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}
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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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@@ -1,6 +1,6 @@
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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* raylib [shaders] example - write depth
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* raylib [shaders] example - depth writing
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*
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*
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* Example complexity rating: [★★☆☆] 2/4
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* Example complexity rating: [★★☆☆] 2/4
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*
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*
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@@ -20,9 +20,9 @@
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#include "rlgl.h"
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#include "rlgl.h"
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#define GLSL_VERSION 100
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#endif
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#endif
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@@ -44,13 +44,7 @@ int main(void)
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const int screenWidth = 800;
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const int screenWidth = 800;
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const int screenHeight = 450;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth writing");
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// The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));
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// Use Customized function to create writable depth texture buffer
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RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {
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Camera camera = {
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@@ -61,6 +55,12 @@ int main(void)
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.projection = CAMERA_PERSPECTIVE // Camera projection type
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.projection = CAMERA_PERSPECTIVE // Camera projection type
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};
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};
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// Load custom render texture with writable depth texture buffer
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RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Load depth writting shader
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// NOTE: The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@@ -74,7 +74,7 @@ int main(void)
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// Draw
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// Draw
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw into our custom render texture (framebuffer)
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// Draw into our custom render texture
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BeginTextureMode(target);
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BeginTextureMode(target);
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ClearBackground(WHITE);
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ClearBackground(WHITE);
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@@ -92,7 +92,9 @@ int main(void)
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// Draw into screen our custom render texture
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// Draw into screen our custom render texture
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BeginDrawing();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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|
||||||
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
|
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
@@ -112,9 +114,8 @@ int main(void)
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
// Module Functions Definition
|
// Module Functions Definition
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Load custom render texture, create a writable depth texture buffer
|
// Load custom render texture, create a writable depth texture buffer
|
||||||
RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
|
static RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
|
||||||
{
|
{
|
||||||
RenderTexture2D target = { 0 };
|
RenderTexture2D target = { 0 };
|
||||||
|
|
||||||
@@ -135,7 +136,7 @@ RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
|
|||||||
target.depth.id = rlLoadTextureDepth(width, height, false);
|
target.depth.id = rlLoadTextureDepth(width, height, false);
|
||||||
target.depth.width = width;
|
target.depth.width = width;
|
||||||
target.depth.height = height;
|
target.depth.height = height;
|
||||||
target.depth.format = 19; //DEPTH_COMPONENT_24BIT?
|
target.depth.format = 19; // DEPTH_COMPONENT_24BIT: Not defined in raylib
|
||||||
target.depth.mipmaps = 1;
|
target.depth.mipmaps = 1;
|
||||||
|
|
||||||
// Attach color texture and depth texture to FBO
|
// Attach color texture and depth texture to FBO
|
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
@@ -53,9 +53,9 @@
|
|||||||
<PropertyGroup Label="Globals">
|
<PropertyGroup Label="Globals">
|
||||||
<ProjectGuid>{70B35F59-AFC2-4D8F-8833-5314D2047A81}</ProjectGuid>
|
<ProjectGuid>{70B35F59-AFC2-4D8F-8833-5314D2047A81}</ProjectGuid>
|
||||||
<Keyword>Win32Proj</Keyword>
|
<Keyword>Win32Proj</Keyword>
|
||||||
<RootNamespace>shaders_write_depth</RootNamespace>
|
<RootNamespace>shaders_depth_writing</RootNamespace>
|
||||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||||
<ProjectName>shaders_write_depth</ProjectName>
|
<ProjectName>shaders_depth_writing</ProjectName>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
@@ -553,7 +553,7 @@
|
|||||||
</PostBuildEvent>
|
</PostBuildEvent>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_write_depth.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_depth_writing.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
@@ -267,7 +267,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_textured_curve", "
|
|||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examples\models_loading_m3d.vcxproj", "{6D9E00D8-2893-45E4-9363-3F7F61D416BD}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examples\models_loading_m3d.vcxproj", "{6D9E00D8-2893-45E4-9363-3F7F61D416BD}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_write_depth", "examples\shaders_write_depth.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_depth_writing", "examples\shaders_depth_writing.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_depth_rendering", "examples\shaders_depth_rendering.vcxproj", "{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_depth_rendering", "examples\shaders_depth_rendering.vcxproj", "{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}"
|
||||||
EndProject
|
EndProject
|
||||||
|
Reference in New Issue
Block a user