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			167 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			167 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [shaders] example - Depth buffer writing
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*
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*   Example originally created with raylib 4.2, last time updated with raylib 4.2
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*
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*   Example contributed by Buğra Alptekin Sarı (@BugraAlptekinSari) 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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*
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*   Copyright (c) 2022-2023 Buğra Alptekin Sarı (@BugraAlptekinSari)
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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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//------------------------------------------------------------------------------------
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// Declare custom functions required for the example
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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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// 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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//------------------------------------------------------------------------------------
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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 - write depth buffer");
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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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    Camera camera = {
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        .position = (Vector3){ 2.0f, 2.0f, 3.0f },    // Camera position
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        .target = (Vector3){ 0.0f, 0.5f, 0.0f },      // Camera looking at point
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        .up = (Vector3){ 0.0f, 1.0f, 0.0f },          // Camera up vector (rotation towards target)
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        .fovy = 45.0f,                                // Camera field-of-view Y
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        .projection = CAMERA_PERSPECTIVE              // Camera projection type
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    };
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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_ORBITAL);
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        // Draw into our custom render texture (framebuffer)
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        BeginTextureMode(target);
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            ClearBackground(WHITE);
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            BeginMode3D(camera);
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                BeginShaderMode(shader);
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                    DrawCubeWiresV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, RED);
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                    DrawCubeV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, PURPLE);
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                    DrawCubeWiresV((Vector3){ 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, DARKGREEN);
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                    DrawCubeV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, YELLOW);
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                    DrawGrid(10, 1.0f);
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                EndShaderMode();
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            EndMode3D();
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        EndTextureMode();
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        // Draw into screen our custom render texture 
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
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            DrawFPS(10, 10);
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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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    UnloadRenderTextureDepthTex(target);
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    UnloadShader(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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//------------------------------------------------------------------------------------
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// Define custom functions required for the example
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//------------------------------------------------------------------------------------
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// Load custom render texture, create a writable depth texture buffer
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RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
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{
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    RenderTexture2D target = { 0 };
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    target.id = rlLoadFramebuffer(width, height);   // 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 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?
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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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}
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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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} |