[example] Writing into the depth buffer (#2836)
* Add a depth buffer example. * Fixed a typo
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4 changed files with 179 additions and 1 deletions
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@ -520,7 +520,8 @@ SHADERS = \
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shaders/shaders_spotlight \
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shaders/shaders_spotlight \
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shaders/shaders_hot_reloading \
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shaders/shaders_hot_reloading \
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shaders/shaders_mesh_instancing \
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shaders/shaders_mesh_instancing \
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shaders/shaders_multi_sample2d
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shaders/shaders_multi_sample2d \
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shaders/shaders_write_depth
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AUDIO = \
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AUDIO = \
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audio/audio_module_playing \
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audio/audio_module_playing \
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15
examples/shaders/resources/shaders/glsl100/write_depth.fs
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examples/shaders/resources/shaders/glsl100/write_depth.fs
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#version 100
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#extension GL_EXT_frag_depth : enable
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precision mediump float; // Precision required for OpenGL ES2 (WebGL)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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gl_FragColor = texelColor*colDiffuse*fragColor;
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gl_FragDepthEXT = 1.0 - gl_FragCoord.z;
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}
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examples/shaders/resources/shaders/glsl330/write_depth.fs
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examples/shaders/resources/shaders/glsl330/write_depth.fs
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#version 330
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in vec2 fragTexCoord;
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in vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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gl_FragColor = texelColor*colDiffuse*fragColor;
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gl_FragDepth = 1.0 - gl_FragCoord.z;
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}
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149
examples/shaders/shaders_write_depth.c
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examples/shaders/shaders_write_depth.c
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/*******************************************************************************************
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*
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* raylib [core] example - Basic window
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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 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_RPI, 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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// Customized render texture function to create a writable render buffer
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RenderTexture2D LoadRenderTextureMOD(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 rendertexture
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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 renderbuffer/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 UnloadRenderTextureMOD(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/renderbuffer 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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//------------------------------------------------------------------------------------
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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 [core] example - basic window");
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// The shader inverst 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 buffer
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RenderTexture2D target = LoadRenderTextureMOD(screenWidth, screenHeight);
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Camera camera = { // Define the camera to look into our 3d world
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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 mode type
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};
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SetCameraMode(camera, CAMERA_ORBITAL);
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SetTargetFPS(60);
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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);
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// Draw
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//----------------------------------------------------------------------------------
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// Draw FBO
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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 Screen
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
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DrawFPS(0, 0);
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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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UnloadRenderTextureMOD(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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