| 
								
							 | 
							
								/*******************************************************************************************
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   raylib [shaders] 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 = 450;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - render depth texture");
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Init 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");
							 | 
						
						
						
							| 
								
							 | 
							
								    int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // 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;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 |