|
|
@ -0,0 +1,157 @@ |
|
|
|
/******************************************************************************************* |
|
|
|
* |
|
|
|
* raylib [shader] example - render depth texture |
|
|
|
* |
|
|
|
* Example complexity rating: [★★★☆] 3/4 |
|
|
|
* |
|
|
|
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev |
|
|
|
* |
|
|
|
* Example contributed by Luís Almeida (@luis605) |
|
|
|
* |
|
|
|
* 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) 2025 Luís Almeida (@luis605) |
|
|
|
* |
|
|
|
********************************************************************************************/ |
|
|
|
|
|
|
|
#include "raylib.h" |
|
|
|
#include "rlgl.h" |
|
|
|
|
|
|
|
#if defined(PLATFORM_DESKTOP) |
|
|
|
#define GLSL_VERSION 330 |
|
|
|
#else // PLATFORM_ANDROID, PLATFORM_WEB |
|
|
|
#define GLSL_VERSION 100 |
|
|
|
#endif |
|
|
|
|
|
|
|
RenderTexture2D LoadRenderTextureWithDepth(int width, int height); |
|
|
|
|
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
// Program main entry point |
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
int main(void) |
|
|
|
{ |
|
|
|
// Initialization |
|
|
|
//-------------------------------------------------------------------------------------- |
|
|
|
const int screenWidth = 800; |
|
|
|
const int screenHeight = 600; |
|
|
|
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib [shader] example - render depth texture"); |
|
|
|
|
|
|
|
// Load camera |
|
|
|
Camera camera = { 0 }; |
|
|
|
camera.position = (Vector3){ 4.0f, 1.0f, 5.0f }; |
|
|
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; |
|
|
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; |
|
|
|
camera.fovy = 45.0f; |
|
|
|
camera.projection = CAMERA_PERSPECTIVE; |
|
|
|
|
|
|
|
// Load an empty render texture with a depth texture |
|
|
|
RenderTexture2D target = LoadRenderTextureWithDepth(screenWidth, screenHeight); |
|
|
|
|
|
|
|
// Load depth shader and get depth texture shader location |
|
|
|
Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth.fs", GLSL_VERSION)); |
|
|
|
int depthLoc = GetShaderLocation(depthShader, "depthTexture"); |
|
|
|
|
|
|
|
// Load models |
|
|
|
Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f)); |
|
|
|
Model floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1)); |
|
|
|
|
|
|
|
DisableCursor(); // Limit cursor to relative movement inside the window |
|
|
|
|
|
|
|
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_FREE); |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
// Draw |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
BeginTextureMode(target); |
|
|
|
|
|
|
|
ClearBackground(WHITE); |
|
|
|
|
|
|
|
BeginMode3D(camera); |
|
|
|
|
|
|
|
DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW); |
|
|
|
DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED); |
|
|
|
|
|
|
|
EndMode3D(); |
|
|
|
|
|
|
|
EndTextureMode(); |
|
|
|
|
|
|
|
BeginDrawing(); |
|
|
|
|
|
|
|
BeginShaderMode(depthShader); |
|
|
|
|
|
|
|
SetShaderValueTexture(depthShader, depthLoc, target.depth); |
|
|
|
DrawTexture(target.depth, 0, 0, WHITE); |
|
|
|
|
|
|
|
EndShaderMode(); |
|
|
|
|
|
|
|
DrawRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f)); |
|
|
|
DrawRectangleLines( 10, 10, 320, 93, BLUE); |
|
|
|
|
|
|
|
DrawText("Camera Controls:", 20, 20, 10, BLACK); |
|
|
|
DrawText("- WASD to move", 40, 40, 10, DARKGRAY); |
|
|
|
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY); |
|
|
|
DrawText("- Z to zoom to (0, 0, 0)", 40, 80, 10, DARKGRAY); |
|
|
|
|
|
|
|
EndDrawing(); |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
} |
|
|
|
|
|
|
|
// De-Initialization |
|
|
|
//-------------------------------------------------------------------------------------- |
|
|
|
UnloadModel(cube); // Unload model |
|
|
|
UnloadModel(floor); // Unload model |
|
|
|
UnloadRenderTexture(target); // Unload render texture |
|
|
|
UnloadShader(depthShader); // Unload shader |
|
|
|
|
|
|
|
CloseWindow(); // Close window and OpenGL context |
|
|
|
//-------------------------------------------------------------------------------------- |
|
|
|
return 0; |
|
|
|
} |
|
|
|
|
|
|
|
RenderTexture2D LoadRenderTextureWithDepth(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 |
|
|
|
target.depth.id = rlLoadTextureDepth(width, height, false); |
|
|
|
target.depth.width = width; |
|
|
|
target.depth.height = height; |
|
|
|
target.depth.format = 19; //DEPTH_COMPONENT_24BIT? THIS DOESN'T EXIST IN RAYLIB |
|
|
|
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; |
|
|
|
} |