feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
This commit is contained in:
parent
6aa91e3097
commit
f804ab7773
234 changed files with 38997 additions and 10578 deletions
226
Examples/Shaders/DepthRendering.cs
Normal file
226
Examples/Shaders/DepthRendering.cs
Normal file
|
|
@ -0,0 +1,226 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - depth rendering
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* Example contributed by Luís Almeida (@luis605) 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) 2025 Luís Almeida (@luis605)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class DepthRendering : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Shaders / Depth Rendering";
|
||||
|
||||
public string Title => "raylib [shaders] example - depth rendering";
|
||||
|
||||
public bool CursorDisabled => true;
|
||||
|
||||
private Camera3D camera;
|
||||
private RenderTexture2D target;
|
||||
private Shader depthShader;
|
||||
private int depthLoc;
|
||||
private Model cube;
|
||||
private Model floor;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Define the camera to look into our 3d world
|
||||
camera = new();
|
||||
camera.Position = new Vector3(4.0f, 1.0f, 5.0f);
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
|
||||
// Load render texture with a depth texture attached
|
||||
target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
|
||||
|
||||
// Load depth shader and get depth texture shader location
|
||||
depthShader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/depth_render.fs");
|
||||
depthLoc = GetShaderLocation(depthShader, "depthTexture");
|
||||
var flipTextureLoc = GetShaderLocation(depthShader, "flipY");
|
||||
Raylib.SetShaderValue(depthShader, flipTextureLoc, 1, ShaderUniformDataType.Int); // Flip Y texture
|
||||
|
||||
// Load scene models
|
||||
cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
|
||||
floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1));
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Free);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.White);
|
||||
|
||||
BeginMode3D(camera);
|
||||
DrawModel(cube, new Vector3(0.0f, 0.0f, 0.0f), 3.0f, Color.Yellow);
|
||||
DrawModel(floor, new Vector3(10.0f, 0.0f, 2.0f), 2.0f, Color.Red);
|
||||
EndMode3D();
|
||||
EndTextureMode();
|
||||
|
||||
// Draw into screen (main framebuffer)
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginShaderMode(depthShader);
|
||||
SetShaderValueTexture(depthShader, depthLoc, target.Depth);
|
||||
DrawTexture(target.Depth, 0, 0, Color.White);
|
||||
EndShaderMode();
|
||||
|
||||
DrawRectangle(10, 10, 320, 93, Fade(Color.SkyBlue, 0.5f));
|
||||
DrawRectangleLines(10, 10, 320, 93, Color.Blue);
|
||||
|
||||
DrawText("Camera Controls:", 20, 20, 10, Color.Black);
|
||||
DrawText("- WASD to move", 40, 40, 10, Color.DarkGray);
|
||||
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, Color.DarkGray);
|
||||
DrawText("- Z to zoom to (0, 0, 0)", 40, 80, 10, Color.DarkGray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadModel(cube); // Unload model
|
||||
UnloadModel(floor); // Unload model
|
||||
UnloadRenderTextureDepthTex(target);
|
||||
UnloadShader(depthShader); // Unload shader
|
||||
}
|
||||
|
||||
// Load custom render texture, create a writable depth texture buffer
|
||||
private static unsafe RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
|
||||
{
|
||||
RenderTexture2D target = new();
|
||||
|
||||
// Load an empty framebuffer
|
||||
target.Id = Rlgl.LoadFramebuffer();
|
||||
|
||||
if (target.Id > 0)
|
||||
{
|
||||
Rlgl.EnableFramebuffer(target.Id);
|
||||
|
||||
// Create color texture (default to RGBA)
|
||||
target.Texture.Id = Rlgl.LoadTexture(
|
||||
null,
|
||||
width,
|
||||
height,
|
||||
PixelFormat.UncompressedR8G8B8A8,
|
||||
1
|
||||
);
|
||||
target.Texture.Width = width;
|
||||
target.Texture.Height = height;
|
||||
target.Texture.Format = PixelFormat.UncompressedR8G8B8A8;
|
||||
target.Texture.Mipmaps = 1;
|
||||
|
||||
// Create depth texture buffer (instead of raylib default renderbuffer)
|
||||
target.Depth.Id = Rlgl.LoadTextureDepth(width, height, false);
|
||||
target.Depth.Width = width;
|
||||
target.Depth.Height = height;
|
||||
target.Depth.Format = PixelFormat.CompressedPvrtRgba; // DEPTH_COMPONENT_24BIT: Not defined in raylib
|
||||
target.Depth.Mipmaps = 1;
|
||||
|
||||
// Attach color texture and depth texture to FBO
|
||||
Rlgl.FramebufferAttach(
|
||||
target.Id,
|
||||
target.Texture.Id,
|
||||
FramebufferAttachType.ColorChannel0,
|
||||
FramebufferAttachTextureType.Texture2D,
|
||||
0
|
||||
);
|
||||
Rlgl.FramebufferAttach(
|
||||
target.Id,
|
||||
target.Depth.Id,
|
||||
FramebufferAttachType.Depth,
|
||||
FramebufferAttachTextureType.Texture2D,
|
||||
0
|
||||
);
|
||||
|
||||
// Check if fbo is complete with attachments (valid)
|
||||
if (Rlgl.FramebufferComplete(target.Id) != 0)
|
||||
{
|
||||
TraceLog(TraceLogLevel.Info, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
|
||||
}
|
||||
|
||||
Rlgl.DisableFramebuffer();
|
||||
}
|
||||
else
|
||||
{
|
||||
TraceLog(TraceLogLevel.Warning, "FBO: Framebuffer object can not be created");
|
||||
}
|
||||
|
||||
return target;
|
||||
}
|
||||
|
||||
// Unload render texture from GPU memory (VRAM)
|
||||
private static void UnloadRenderTextureDepthTex(RenderTexture2D target)
|
||||
{
|
||||
if (target.Id > 0)
|
||||
{
|
||||
// Color texture attached to FBO is deleted
|
||||
Rlgl.UnloadTexture(target.Texture.Id);
|
||||
Rlgl.UnloadTexture(target.Depth.Id);
|
||||
|
||||
// NOTE: Depth texture is automatically
|
||||
// queried and deleted before deleting framebuffer
|
||||
Rlgl.UnloadFramebuffer(target.Id);
|
||||
}
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth rendering");
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new DepthRendering();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue