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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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} |