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			214 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			214 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [shaders] example - write depth buffer
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| *
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| *   Example complexity rating: [★★★★] 4/4
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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) 2022-2025 Buğra Alptekin Sarı (@BugraAlptekinSari)
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| 
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| #include "rlgl.h"
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| #include "raymath.h"
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| 
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| #include <math.h>   // Required for: tanf()
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| 
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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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| //----------------------------------------------------------------------------------
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| // Types and Structures Definition
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| //----------------------------------------------------------------------------------
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| typedef struct {
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|     unsigned int camPos;
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|     unsigned int camDir;
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|     unsigned int screenCenter;
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| } RayLocs;
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| 
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| //------------------------------------------------------------------------------------
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| // Module Functions Declaration
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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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| //------------------------------------------------------------------------------------
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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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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
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| 
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|     // This Shader calculates pixel depth and color using raymarch
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|     Shader shdrRaymarch = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raymarch.fs", GLSL_VERSION));
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| 
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|     // This Shader is a standard rasterization fragment shader with the addition of depth writing
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|     // You are required to write depth for all shaders if one shader does it
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|     Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
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| 
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|     // Declare Struct used to store camera locs
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|     RayLocs marchLocs = {0};
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| 
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|     // Fill the struct with shader locs
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|     marchLocs.camPos = GetShaderLocation(shdrRaymarch, "camPos");
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|     marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
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|     marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
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| 
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|     // Transfer screenCenter position to shader. Which is used to calculate ray direction
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|     Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
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|     SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
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| 
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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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| 
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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){ 0.5f, 1.0f, 1.5f },    // 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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| 
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|     // Camera FOV is pre-calculated in the camera distance
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|     float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
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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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| 
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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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|         // Update Camera Postion in the ray march shader
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|         SetShaderValue(shdrRaymarch, marchLocs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
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| 
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|         // Update Camera Looking Vector. Vector length determines FOV
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|         Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
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|         SetShaderValue(shdrRaymarch, marchLocs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
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|         //----------------------------------------------------------------------------------
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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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| 
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|             // Raymarch Scene
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|             rlEnableDepthTest(); // Manually enable Depth Test to handle multiple rendering methods
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|             BeginShaderMode(shdrRaymarch);
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|                 DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
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|             EndShaderMode();
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| 
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|             // Rasterize Scene
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|             BeginMode3D(camera);
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|                 BeginShaderMode(shdrRaster);
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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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| 
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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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| 
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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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| 
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|     // De-Initialization
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|     //--------------------------------------------------------------------------------------
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|     UnloadRenderTextureDepthTex(target);
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|     UnloadShader(shdrRaymarch);
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|     UnloadShader(shdrRaster);
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| 
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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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| }
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| 
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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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|     RenderTexture2D target = { 0 };
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| 
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|     target.id = rlLoadFramebuffer(); // Load an empty framebuffer
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| 
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|     if (target.id > 0)
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|     {
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|         rlEnableFramebuffer(target.id);
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| static 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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| 
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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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