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raylib-cs/Examples/Shaders/WriteDepth.cs
2026-07-29 19:58:47 +02:00

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/*******************************************************************************************
*
* raylib [shaders] example - depth writing
*
* Example complexity rating: [★★☆☆] 2/4
*
* 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) 2022-2025 Buğra Alptekin Sarı (@BugraAlptekinSari)
*
********************************************************************************************/
namespace Examples.Shaders;
public class WriteDepth : 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 / Write Depth";
public string Title => "raylib [shaders] example - depth writing";
private Camera3D camera;
private RenderTexture2D target;
private Shader shader;
public void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(2.0f, 2.0f, 3.0f); // Camera position
camera.Target = new Vector3(0.0f, 0.5f, 0.0f); // Camera looking at point
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
camera.FovY = 45.0f; // Camera field-of-view Y
camera.Projection = CameraProjection.Perspective; // Camera projection type
// Load custom render texture with writable depth texture buffer
target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
// Load depth writing shader
// NOTE: The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/depth_write.fs");
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw into our custom render texture
BeginTextureMode(target);
ClearBackground(Color.White);
BeginMode3D(camera);
BeginShaderMode(shader);
DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Red);
DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Purple);
DrawCubeWiresV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.DarkGreen);
DrawCubeV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Yellow);
DrawGrid(10, 1.0f);
EndShaderMode();
EndMode3D();
EndTextureMode();
// Draw into screen our custom render texture
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawTextureRec(
target.Texture,
new Rectangle(0, 0, screenWidth, -screenHeight),
Vector2.Zero,
Color.White
);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadRenderTextureDepthTex(target);
UnloadShader(shader);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth writing");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new WriteDepth();
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;
}
// 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;
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);
}
}
}