diff --git a/examples/shaders/resources/shaders/glsl100/write_depth.fs b/examples/shaders/resources/shaders/glsl100/write_depth.fs index 5167efb8e..341c6115f 100644 --- a/examples/shaders/resources/shaders/glsl100/write_depth.fs +++ b/examples/shaders/resources/shaders/glsl100/write_depth.fs @@ -7,9 +7,11 @@ varying vec4 fragColor; uniform sampler2D texture0; uniform vec4 colDiffuse; + void main() { vec4 texelColor = texture2D(texture0, fragTexCoord); + gl_FragColor = texelColor*colDiffuse*fragColor; - gl_FragDepthEXT = 1.0 - gl_FragCoord.z; + gl_FragDepthEXT = 1.0 - gl_FragCoord.z; } \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/write_depth.fs b/examples/shaders/resources/shaders/glsl330/write_depth.fs index 36c70fe41..88a4113ff 100644 --- a/examples/shaders/resources/shaders/glsl330/write_depth.fs +++ b/examples/shaders/resources/shaders/glsl330/write_depth.fs @@ -5,9 +5,11 @@ in vec4 fragColor; uniform sampler2D texture0; uniform vec4 colDiffuse; + void main() { vec4 texelColor = texture2D(texture0, fragTexCoord); + gl_FragColor = texelColor*colDiffuse*fragColor; - gl_FragDepth = 1.0 - gl_FragCoord.z; -} \ No newline at end of file + gl_FragDepth = 1.0 - gl_FragCoord.z; +} diff --git a/examples/shaders/shaders_write_depth.c b/examples/shaders/shaders_write_depth.c index 28c605c70..317f6ac75 100644 --- a/examples/shaders/shaders_write_depth.c +++ b/examples/shaders/shaders_write_depth.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - Basic window +* raylib [shaders] example - Depth buffer writing * * Example originally created with raylib 4.2, last time updated with raylib 4.2 * @@ -9,7 +9,7 @@ * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * -* Copyright (c) 2022 Buğra Alptekin Sarı (@BugraAlptekinSari) +* Copyright (c) 2022-2023 Buğra Alptekin Sarı (@BugraAlptekinSari) * ********************************************************************************************/ @@ -21,9 +21,100 @@ #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif + //------------------------------------------------------------------------------------ -// Customized render texture function to create a writable render buffer -RenderTexture2D LoadRenderTextureMOD(int width, int height) +// Declare custom functions required for the example +//------------------------------------------------------------------------------------ +// Load custom render texture, create a writable depth texture buffer +static RenderTexture2D LoadRenderTextureDepthTex(int width, int height); +// Unload render texture from GPU memory (VRAM) +static void UnloadRenderTextureDepthTex(RenderTexture2D target); + + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer"); + + // 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); + + // Define the camera to look into our 3d world + Camera camera = { + .position = (Vector3){ 2.0f, 2.0f, 3.0f }, // Camera position + .target = (Vector3){ 0.0f, 0.5f, 0.0f }, // Camera looking at point + .up = (Vector3){ 0.0f, 1.0f, 0.0f }, // Camera up vector (rotation towards target) + .fovy = 45.0f, // Camera field-of-view Y + .projection = CAMERA_PERSPECTIVE // Camera mode type + }; + + SetCameraMode(camera, CAMERA_ORBITAL); + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + + // Draw into our custom render texture (framebuffer) + BeginTextureMode(target); + ClearBackground(WHITE); + + BeginMode3D(camera); + BeginShaderMode(shader); + DrawCubeWiresV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, RED); + DrawCubeV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, PURPLE); + DrawCubeWiresV((Vector3){ 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, DARKGREEN); + DrawCubeV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, YELLOW); + DrawGrid(10, 1.0f); + EndShaderMode(); + EndMode3D(); + EndTextureMode(); + + // Draw into screen our custom render texture + BeginDrawing(); + ClearBackground(RAYWHITE); + + DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE); + DrawFPS(10, 10); + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadRenderTextureDepthTex(target); + UnloadShader(shader); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +//------------------------------------------------------------------------------------ +// Define custom functions required for the example +//------------------------------------------------------------------------------------ +// Load custom render texture, create a writable depth texture buffer +RenderTexture2D LoadRenderTextureDepthTex(int width, int height) { RenderTexture2D target = { 0 }; @@ -40,14 +131,14 @@ RenderTexture2D LoadRenderTextureMOD(int width, int height) target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; target.texture.mipmaps = 1; - // Create depth rendertexture + // 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? target.depth.mipmaps = 1; - // Attach color texture and depth renderbuffer/texture to FBO + // Attach color texture and depth texture to FBO rlFramebufferAttach(target.id, target.texture.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0); rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0); @@ -62,7 +153,7 @@ RenderTexture2D LoadRenderTextureMOD(int width, int height) } // Unload render texture from GPU memory (VRAM) -void UnloadRenderTextureMOD(RenderTexture2D target) +void UnloadRenderTextureDepthTex(RenderTexture2D target) { if (target.id > 0) { @@ -70,80 +161,8 @@ void UnloadRenderTextureMOD(RenderTexture2D target) rlUnloadTexture(target.texture.id); rlUnloadTexture(target.depth.id); - // NOTE: Depth texture/renderbuffer is automatically + // NOTE: Depth texture is automatically // queried and deleted before deleting framebuffer rlUnloadFramebuffer(target.id); } -} -//------------------------------------------------------------------------------------ -// Program main entry point -//------------------------------------------------------------------------------------ -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); - - // The shader inverst 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 buffer - RenderTexture2D target = LoadRenderTextureMOD(screenWidth, screenHeight); - - Camera camera = { // Define the camera to look into our 3d world - .position = (Vector3){ 2.0f, 2.0f, 3.0f }, // Camera position - .target = (Vector3){ 0.0f, 0.5f, 0.0f }, // Camera looking at point - .up = (Vector3){ 0.0f, 1.0f, 0.0f }, // Camera up vector (rotation towards target) - .fovy = 45.0f, // Camera field-of-view Y - .projection = CAMERA_PERSPECTIVE // Camera mode type - }; - SetCameraMode(camera, CAMERA_ORBITAL); - SetTargetFPS(60); - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - UpdateCamera(&camera); - // Draw - //---------------------------------------------------------------------------------- - // Draw FBO - BeginTextureMode(target); - ClearBackground(WHITE); - BeginMode3D(camera); - BeginShaderMode(shader); - DrawCubeWiresV((Vector3) { 0.0f, 0.5f, 1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, RED); - DrawCubeV((Vector3) { 0.0f, 0.5f, 1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, PURPLE); - DrawCubeWiresV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, DARKGREEN); - DrawCubeV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, YELLOW); - DrawGrid(10, 1.0f); - EndShaderMode(); - EndMode3D(); - EndTextureMode(); - - // Draw Screen - BeginDrawing(); - - ClearBackground(RAYWHITE); - DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE); - DrawFPS(0, 0); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadRenderTextureMOD(target); - UnloadShader(shader); - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} +} \ No newline at end of file