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/*******************************************************************************************
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*
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* raylib [shaders] example - Hybrid Rendering
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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) 2022-2024 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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#include "math.h" // Used for tan()
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#include "raymath.h" // Used to calculate camera Direction
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // 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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// Declare custom functions required for the example
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//------------------------------------------------------------------------------------
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// Load custom render texture, create a writable depth texture buffer
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static RenderTexture2D LoadRenderTextureDepthTex(int width, int height);
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// Unload render texture from GPU memory (VRAM)
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static void UnloadRenderTextureDepthTex(RenderTexture2D target);
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//------------------------------------------------------------------------------------
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// Declare custom Structs
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//------------------------------------------------------------------------------------
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typedef struct {
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unsigned int camPos, camDir, screenCenter;
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}RayLocs ;
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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 [shaders] example - write depth buffer");
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// This Shader calculates pixel depth and color using raymarch
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Shader shdrRaymarch = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raymarch.fs", GLSL_VERSION));
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// This Shader is a standard rasterization fragment shader with the addition of depth writing
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// You are required to write depth for all shaders if one shader does it
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Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
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// Declare Struct used to store camera locs.
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RayLocs marchLocs = {0};
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// Fill the struct with shader locs.
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marchLocs.camPos = GetShaderLocation(shdrRaymarch, "camPos");
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marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
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marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
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// Transfer screenCenter position to shader. Which is used to calculate ray direction.
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Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
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SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
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// Use Customized function to create writable depth texture buffer
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RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Define the camera to look into our 3d world
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Camera camera = {
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.position = (Vector3){ 0.5f, 1.0f, 1.5f }, // 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 projection type
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};
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// Camera FOV is pre-calculated in the camera Distance.
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float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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, CAMERA_ORBITAL);
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// Update Camera Postion in the ray march shader.
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SetShaderValue(shdrRaymarch, marchLocs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
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// Update Camera Looking Vector. Vector length determines FOV.
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Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
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SetShaderValue(shdrRaymarch, marchLocs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// Draw into our custom render texture (framebuffer)
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BeginTextureMode(target);
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ClearBackground(WHITE);
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// Raymarch Scene
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rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
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BeginShaderMode(shdrRaymarch);
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DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
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EndShaderMode();
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// Rasterize Scene
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BeginMode3D(camera);
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BeginShaderMode(shdrRaster);
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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 into screen our custom render texture
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
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DrawFPS(10, 10);
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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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UnloadRenderTextureDepthTex(target);
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UnloadShader(shdrRaymarch);
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UnloadShader(shdrRaster);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//------------------------------------------------------------------------------------
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// Define custom functions required for the example
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//------------------------------------------------------------------------------------
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// Load custom render texture, create a writable depth texture buffer
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RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
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{
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RenderTexture2D target = { 0 };
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target.id = rlLoadFramebuffer(); // 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 texture buffer (instead of raylib default renderbuffer)
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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 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 UnloadRenderTextureDepthTex(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 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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