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ADDED: Example project to VS

pull/2923/head
Ray 1 year ago
parent
commit
1cfb484100
3 changed files with 432 additions and 29 deletions
  1. +26
    -29
      examples/shaders/shaders_hybrid_render.c
  2. +387
    -0
      projects/VS2022/examples/shaders_hybrid_render.vcxproj
  3. +19
    -0
      projects/VS2022/raylib.sln

+ 26
- 29
examples/shaders/shaders_hybrid_render.c View File

@ -52,24 +52,24 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
// This Shader calculates pixel depth and color using raymarch.
Shader raymarch_shader = 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 raster_shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
// 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 march_locs = {0};
RayLocs marchLocs = {0};
// Fill the struct with shader locs.
march_locs.camPos = GetShaderLocation(raymarch_shader, "camPos");
march_locs.camDir = GetShaderLocation(raymarch_shader, "camDir");
march_locs.screenCenter = GetShaderLocation(raymarch_shader, "screenCenter");
{ // Transfer screenCenter position to shader. Which is used to calculate ray direction.
Vector2 screenCenter = {.x = screenWidth/2.0, .y = screenHeight/2.0};
SetShaderValue(raymarch_shader, march_locs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
}
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/2.0, .y = screenHeight/2.0};
SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
// Use Customized function to create writable depth texture buffer
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
@ -80,15 +80,14 @@ int main(void)
.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
.projection = CAMERA_PERSPECTIVE // Camera projection type
};
// Camera FOV is pre-calculated in the camera Distance.
double camDist = 1.0/(tan(camera.fovy*0.5*DEG2RAD));
SetCameraMode(camera, CAMERA_FIRST_PERSON);
SetTargetFPS(60);
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -96,33 +95,31 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);
//Update Camera Postion in the ray march shader.
SetShaderValue(raymarch_shader, march_locs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
// 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(raymarch_shader, march_locs.camDir, &(camDir), 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(raymarch_shader);
BeginShaderMode(shdrRaymarch);
DrawRectangleRec((Rectangle){0,0,screenWidth,screenHeight},WHITE);
EndShaderMode();
// Raserize Scene
BeginMode3D(camera);
BeginShaderMode(raster_shader);
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);
@ -145,8 +142,8 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTextureDepthTex(target);
UnloadShader(raymarch_shader);
UnloadShader(raster_shader);
UnloadShader(shdrRaymarch);
UnloadShader(shdrRaster);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

+ 387
- 0
projects/VS2022/examples/shaders_hybrid_render.vcxproj View File

@ -0,0 +1,387 @@
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<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy Release DLL to output directory</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\shaders\shaders_hybrid_render.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\raylib\raylib.vcxproj">
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

+ 19
- 0
projects/VS2022/raylib.sln View File

@ -269,6 +269,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examp
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_write_depth", "examples\shaders_write_depth.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hybrid_render", "examples\shaders_hybrid_render.vcxproj", "{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug.DLL|x64 = Debug.DLL|x64
@ -2261,6 +2263,22 @@ Global
{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x64.Build.0 = Release|x64
{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x86.ActiveCfg = Release|Win32
{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x86.Build.0 = Release|Win32
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug|x64.ActiveCfg = Debug|x64
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug|x64.Build.0 = Debug|x64
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug|x86.ActiveCfg = Debug|Win32
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug|x86.Build.0 = Debug|Win32
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release.DLL|x64.Build.0 = Release.DLL|x64
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release|x64.ActiveCfg = Release|x64
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release|x64.Build.0 = Release|x64
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release|x86.ActiveCfg = Release|Win32
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -2397,6 +2415,7 @@ Global
{769FF0C1-4424-4FA3-BC44-D7A7DA312A06} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
{6D9E00D8-2893-45E4-9363-3F7F61D416BD} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
{70B35F59-AFC2-4D8F-8833-5314D2047A81} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}

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