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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shaders/shaders_hybrid_render.c
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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);
+ }
+}