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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@@ -656,7 +656,7 @@ SHADERS = \
shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \
shaders/shaders_vertex_displacement \
shaders/shaders_write_depth
shaders/shaders_depth_writing
AUDIO = \
audio/audio_mixed_processor \

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@@ -656,7 +656,7 @@ SHADERS = \
shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \
shaders/shaders_vertex_displacement \
shaders/shaders_write_depth
shaders/shaders_depth_writing
AUDIO = \
audio/audio_mixed_processor \
@@ -1298,7 +1298,7 @@ shaders/shaders_vertex_displacement: shaders/shaders_vertex_displacement.c
--preload-file shaders/resources/shaders/glsl100/vertex_displacement.vs@resources/shaders/glsl100/vertex_displacement.vs \
--preload-file shaders/resources/shaders/glsl100/vertex_displacement.fs@resources/shaders/glsl100/vertex_displacement.fs
shaders/shaders_write_depth: shaders/shaders_write_depth.c
shaders/shaders_depth_writing: shaders/shaders_depth_writing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--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
| [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) |
| [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) |
| [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) |
| [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) |
| [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) |
| [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) |
| [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) |
| [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
shaders;shaders_texture_tiling;★★☆☆;4.5;4.5;2023;2025;"Luis Almeida";@luis605
shaders;shaders_shadowmap_rendering;★★★★;5.0;5.0;2023;2025;"TheManTheMythTheGameDev";@TheManTheMythTheGameDev
shaders;shaders_vertex_displacement;★★★☆;5.0;4.5;2023;2025;"Alex ZH";@ZzzhHe
shaders;shaders_write_depth;★★☆☆;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
shaders;shaders_depth_writing;★★☆☆;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
shaders;shaders_basic_pbr;★★★★;5.0;5.5;2023;2025;"Afan OLOVCIC";@_DevDad
shaders;shaders_lightmap_rendering;★★★☆;4.5;4.5;2019;2025;"Jussi Viitala";@nullstare
shaders;shaders_rounded_rectangle;★★★☆;5.5;5.5;2025;2025;"Anstro Pleuton";@anstropleuton

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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));
@@ -83,7 +91,9 @@ int main(void)
EndMode3D();
EndTextureMode();
// Draw into screen (main framebuffer)
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(depthShader);
SetShaderValueTexture(depthShader, depthLoc, target.depth);
@@ -106,15 +116,20 @@ 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 };
@@ -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
@@ -151,3 +166,18 @@ RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
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);
}
}

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@@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - write depth
* raylib [shaders] example - depth writing
*
* Example complexity rating: [] 2/4
*
@@ -44,13 +44,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth");
// 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 texture buffer
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth writing");
// Define the camera to look into our 3d world
Camera camera = {
@@ -61,6 +55,12 @@ int main(void)
.projection = CAMERA_PERSPECTIVE // Camera projection type
};
// Load custom render texture with writable depth texture buffer
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
// Load depth writting shader
// NOTE: 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));
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -74,7 +74,7 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
// Draw into our custom render texture (framebuffer)
// Draw into our custom render texture
BeginTextureMode(target);
ClearBackground(WHITE);
@@ -92,7 +92,9 @@ int main(void)
// Draw into screen our custom render texture
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
@@ -112,9 +114,8 @@ int main(void)
//--------------------------------------------------------------------------------------
// Module Functions Definition
//--------------------------------------------------------------------------------------
// 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 };
@@ -135,7 +136,7 @@ RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
target.depth.id = rlLoadTextureDepth(width, height, false);
target.depth.width = width;
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;
// Attach color texture and depth texture to FBO

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@@ -53,9 +53,9 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{70B35F59-AFC2-4D8F-8833-5314D2047A81}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>shaders_write_depth</RootNamespace>
<RootNamespace>shaders_depth_writing</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>shaders_write_depth</ProjectName>
<ProjectName>shaders_depth_writing</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@@ -553,7 +553,7 @@
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\shaders\shaders_write_depth.c" />
<ClCompile Include="..\..\..\examples\shaders\shaders_depth_writing.c" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="..\..\..\examples\examples.rc" />

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@@ -267,7 +267,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_textured_curve", "
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examples\models_loading_m3d.vcxproj", "{6D9E00D8-2893-45E4-9363-3F7F61D416BD}"
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
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_depth_rendering", "examples\shaders_depth_rendering.vcxproj", "{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}"
EndProject