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			153 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			153 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [shaders] example - render depth texture
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*
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*   Example complexity rating: [★★★☆] 3/4
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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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*
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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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*
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*   Copyright (c) 2025 Luís Almeida (@luis605)
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*
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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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    #define GLSL_VERSION            330
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#else   // PLATFORM_ANDROID, PLATFORM_WEB
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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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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    const int screenWidth = 800;
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    const int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - render depth texture");
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    // Init camera
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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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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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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 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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    int depthLoc = GetShaderLocation(depthShader, "depthTexture");
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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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    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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    DisableCursor();  // Limit cursor to relative movement inside the window
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    SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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    //--------------------------------------------------------------------------------------
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    // Main game loop
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    while (!WindowShouldClose())        // Detect window close button or ESC key
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    {
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        // Update
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        //----------------------------------------------------------------------------------
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        UpdateCamera(&camera, CAMERA_FREE);
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginTextureMode(target);
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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(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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        BeginDrawing();
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            BeginShaderMode(depthShader);
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                SetShaderValueTexture(depthShader, depthLoc, target.depth);
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                DrawTexture(target.depth, 0, 0, WHITE);
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            EndShaderMode();
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            DrawRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f));
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            DrawRectangleLines( 10, 10, 320, 93, BLUE);
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            DrawText("Camera Controls:", 20, 20, 10, BLACK);
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            DrawText("- WASD to move", 40, 40, 10, DARKGRAY);
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            DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
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            DrawText("- Z to zoom to (0, 0, 0)", 40, 80, 10, DARKGRAY);
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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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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    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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    RenderTexture2D target = {0};
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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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        rlEnableFramebuffer(target.id);
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        // Create color texture (default to RGBA)
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        target.texture.id = rlLoadTexture(0, width, height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
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        target.texture.width = width;
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        target.texture.height = 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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        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.mipmaps = 1;
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        // Attach color texture and depth texture to FBO
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        rlFramebufferAttach(target.id, target.texture.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
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        rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0);
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        // Check if fbo is complete with attachments (valid)
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        if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id);
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        rlDisableFramebuffer();
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    }
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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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} |