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/*******************************************************************************************
*
* raylib [shaders] example - Hybrid Rendering
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example contributed by Buğra Alptekin Sarı (@BugraAlptekinSari) and reviewed by Ramon Santamaria (@raysan5)
*
* 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) 2022-2024 Buğra Alptekin Sarı (@BugraAlptekinSari)
*
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h"
#include "math.h" // Used for tan()
#include "raymath.h" // Used to calculate camera Direction
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Declare custom functions required for the example
//------------------------------------------------------------------------------------
// Load custom render texture, create a writable depth texture buffer
static RenderTexture2D LoadRenderTextureDepthTex(int width, int height);
// Unload render texture from GPU memory (VRAM)
static void UnloadRenderTextureDepthTex(RenderTexture2D target);
//------------------------------------------------------------------------------------
// Declare custom Structs
//------------------------------------------------------------------------------------
typedef struct {
unsigned int camPos, camDir, screenCenter;
}RayLocs ;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
// 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 marchLocs = {0};
// Fill the struct with shader locs.
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/2.0f, .y = screenHeight/2.0f};
SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
// Use Customized function to create writable depth texture buffer
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
// Define the camera to look into our 3d world
Camera camera = {
.position = (Vector3){ 0.5f, 1.0f, 1.5f }, // Camera position
.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 projection type
};
// Camera FOV is pre-calculated in the camera Distance.
float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
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_ORBITAL);
// 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(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(shdrRaymarch);
DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
EndShaderMode();
// Rasterize Scene
BeginMode3D(camera);
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);
DrawCubeV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, YELLOW);
DrawGrid(10, 1.0f);
EndShaderMode();
EndMode3D();
EndTextureMode();
// Draw into screen our custom render texture
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTextureDepthTex(target);
UnloadShader(shdrRaymarch);
UnloadShader(shdrRaster);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Define custom functions required for the example
//------------------------------------------------------------------------------------
// Load custom render texture, create a writable depth texture buffer
RenderTexture2D LoadRenderTextureDepthTex(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 buffer (instead of raylib default renderbuffer)
target.depth.id = rlLoadTextureDepth(width, height, false);
target.depth.width = width;
target.depth.height = height;
target.depth.format = 19; //DEPTH_COMPONENT_24BIT?
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;
}
// Unload render texture from GPU memory (VRAM)
void UnloadRenderTextureDepthTex(RenderTexture2D target)
{
if (target.id > 0)
{
// Color texture attached to FBO is deleted
rlUnloadTexture(target.texture.id);
rlUnloadTexture(target.depth.id);
// NOTE: Depth texture is automatically
// queried and deleted before deleting framebuffer
rlUnloadFramebuffer(target.id);
}
}