raylib/examples/shaders/shaders_write_depth.c
BugraAlptekinSari 3cfb9a6e83
[example] Writing into the depth buffer (#2836)
* Add a depth buffer example.

* Fixed a typo
2023-01-01 18:17:28 +01:00

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/*******************************************************************************************
*
* raylib [core] example - Basic window
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example contributed by Buğra Alptekin Sarı (@BugraAlptekinSari) and reviewed by Ramon Santamaria (@raysan5)
*
* 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)
*
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#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)
{
RenderTexture2D target = { 0 };
target.id = rlLoadFramebuffer(width, height); // Load an empty framebuffer
if (target.id > 0)
{
rlEnableFramebuffer(target.id);
// Create color texture (default to RGBA)
target.texture.id = rlLoadTexture(0, width, height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
target.texture.width = width;
target.texture.height = height;
target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
target.texture.mipmaps = 1;
// Create depth rendertexture
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
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);
// Check if fbo is complete with attachments (valid)
if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id);
rlDisableFramebuffer();
}
else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created");
return target;
}
// Unload render texture from GPU memory (VRAM)
void UnloadRenderTextureMOD(RenderTexture2D target)
{
if (target.id > 0)
{
// Color texture attached to FBO is deleted
rlUnloadTexture(target.texture.id);
rlUnloadTexture(target.depth.id);
// NOTE: Depth texture/renderbuffer 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;
}