/******************************************************************************************* * * 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) 2022-2023 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_RPI, 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/2.0, .y = screenHeight/2.0}; 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. double camDist = 1.0/(tan(camera.fovy*0.5*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,screenWidth,screenHeight},WHITE); EndShaderMode(); // Raserize 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, screenWidth, -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(width, height); // 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); } }