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- /*******************************************************************************************
- *
- * raylib [shaders] example - Hybrid Rendering
- *
- * 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) 2022-2024 Buğra Alptekin Sarı (@BugraAlptekinSari)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
- #include "rlgl.h"
- #include "math.h" // Used for tan()
- #include "raymath.h" // Used to calculate camera Direction
-
- #if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
- #else // PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
- #endif
-
- //------------------------------------------------------------------------------------
- // 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);
-
- //------------------------------------------------------------------------------------
- // Declare custom Structs
- //------------------------------------------------------------------------------------
-
- typedef struct {
- unsigned int camPos, camDir, screenCenter;
- }RayLocs ;
-
- //------------------------------------------------------------------------------------
- // 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");
-
- // This Shader calculates pixel depth and color using raymarch
- Shader shdrRaymarch = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raymarch.fs", GLSL_VERSION));
-
- // This Shader is a standard rasterization fragment shader with the addition of depth writing
- // You are required to write depth for all shaders if one shader does it
- Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
-
- // Declare Struct used to store camera locs.
- RayLocs marchLocs = {0};
-
- // Fill the struct with shader locs.
- marchLocs.camPos = GetShaderLocation(shdrRaymarch, "camPos");
- marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
- marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
-
- // Transfer screenCenter position to shader. Which is used to calculate ray direction.
- Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
- SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
-
- // 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){ 0.5f, 1.0f, 1.5f }, // 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 projection type
- };
-
- // Camera FOV is pre-calculated in the camera Distance.
- float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera, CAMERA_ORBITAL);
-
- // Update Camera Postion in the ray march shader.
- SetShaderValue(shdrRaymarch, marchLocs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
-
- // Update Camera Looking Vector. Vector length determines FOV.
- Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
- SetShaderValue(shdrRaymarch, marchLocs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- // Draw into our custom render texture (framebuffer)
- BeginTextureMode(target);
- ClearBackground(WHITE);
-
- // Raymarch Scene
- rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
- BeginShaderMode(shdrRaymarch);
- DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
- EndShaderMode();
-
- // Rasterize Scene
- BeginMode3D(camera);
- BeginShaderMode(shdrRaster);
- 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, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
- DrawFPS(10, 10);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadRenderTextureDepthTex(target);
- UnloadShader(shdrRaymarch);
- UnloadShader(shdrRaster);
-
- 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 };
-
- target.id = rlLoadFramebuffer(); // 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 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 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 UnloadRenderTextureDepthTex(RenderTexture2D target)
- {
- if (target.id > 0)
- {
- // Color texture attached to FBO is deleted
- rlUnloadTexture(target.texture.id);
- rlUnloadTexture(target.depth.id);
-
- // NOTE: Depth texture is automatically
- // queried and deleted before deleting framebuffer
- rlUnloadFramebuffer(target.id);
- }
- }
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