* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
264 lines
9.2 KiB
C#
264 lines
9.2 KiB
C#
/*******************************************************************************************
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*
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* raylib [shaders] example - hybrid rendering
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 4.2, last time updated with raylib 4.2
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*
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* Example contributed by Buğra Alptekin Sarı (@BugraAlptekinSari) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2022-2025 Buğra Alptekin Sarı (@BugraAlptekinSari)
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*
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********************************************************************************************/
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namespace Examples.Shaders;
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public class HybridRender : IExample
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{
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private struct RayLocs
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{
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public int CamPos;
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public int CamDir;
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public int ScreenCenter;
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}
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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Shaders / Hybrid Render";
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public string Title => "raylib [shaders] example - hybrid rendering";
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private Shader shdrRaymarch;
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private Shader shdrRaster;
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private RayLocs marchLocs;
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private RenderTexture2D target;
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private Camera3D camera;
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private float camDist;
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public void Init()
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{
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// This Shader calculates pixel depth and color using raymarch
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shdrRaymarch = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/hybrid_raymarch.fs");
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// This Shader is a standard rasterization fragment shader with the addition of depth writing
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// You are required to write depth for all shaders if one shader does it
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shdrRaster = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/hybrid_raster.fs");
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// Declare Struct used to store camera locs
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marchLocs = new();
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// Fill the struct with shader locs
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marchLocs.CamPos = GetShaderLocation(shdrRaymarch, "camPos");
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marchLocs.CamDir = GetShaderLocation(shdrRaymarch, "camDir");
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marchLocs.ScreenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
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// Transfer screenCenter position to shader. Which is used to calculate ray direction
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Vector2 screenCenter = new(screenWidth / 2.0f, screenHeight / 2.0f);
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SetShaderValue(
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shdrRaymarch,
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marchLocs.ScreenCenter,
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screenCenter,
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ShaderUniformDataType.Vec2
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);
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// Use Customized function to create writable depth texture buffer
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target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(0.5f, 1.0f, 1.5f); // Camera position
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camera.Target = new Vector3(0.0f, 0.5f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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// Camera FOV is pre-calculated in the camera distance
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camDist = 1.0f / (MathF.Tan(camera.FovY * 0.5f * Raylib.DEG2RAD));
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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// Update Camera Postion in the ray march shader
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SetShaderValue(
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shdrRaymarch,
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marchLocs.CamPos,
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camera.Position,
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ShaderUniformDataType.Vec3
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);
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// Update Camera Looking Vector. Vector length determines FOV
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var camDir = Vector3.Normalize(camera.Target - camera.Position) * camDist;
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SetShaderValue(shdrRaymarch, marchLocs.CamDir, camDir, ShaderUniformDataType.Vec3);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// Draw into our custom render texture (framebuffer)
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BeginTextureMode(target);
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ClearBackground(Color.White);
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// Raymarch Scene
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// Manually enable Depth Test to handle multiple rendering methods
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Rlgl.EnableDepthTest();
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BeginShaderMode(shdrRaymarch);
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DrawRectangleRec(new Rectangle(0, 0, screenWidth, screenHeight), Color.White);
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EndShaderMode();
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// Rasterize Scene
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BeginMode3D(camera);
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BeginShaderMode(shdrRaster);
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DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Red);
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DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Purple);
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DrawCubeWiresV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.DarkGreen);
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DrawCubeV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Yellow);
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DrawGrid(10, 1.0f);
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EndShaderMode();
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EndMode3D();
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EndTextureMode();
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// Draw custom render texture
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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DrawTextureRec(
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target.Texture,
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new Rectangle(0, 0, screenWidth, -screenHeight),
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Vector2.Zero,
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Color.White
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);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadRenderTextureDepthTex(target);
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UnloadShader(shdrRaymarch);
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UnloadShader(shdrRaster);
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hybrid rendering");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new HybridRender();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Load custom render texture, create a writable depth texture buffer
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private static unsafe RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
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{
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RenderTexture2D target = new();
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// Load an empty framebuffer
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target.Id = Rlgl.LoadFramebuffer();
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if (target.Id > 0)
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{
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Rlgl.EnableFramebuffer(target.Id);
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// Create color texture (default to RGBA)
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target.Texture.Id = Rlgl.LoadTexture(
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null,
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width,
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height,
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PixelFormat.UncompressedR8G8B8A8,
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1
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);
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target.Texture.Width = width;
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target.Texture.Height = height;
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target.Texture.Format = PixelFormat.UncompressedR8G8B8A8;
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target.Texture.Mipmaps = 1;
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// Create depth texture buffer (instead of raylib default renderbuffer)
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target.Depth.Id = Rlgl.LoadTextureDepth(width, height, false);
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target.Depth.Width = width;
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target.Depth.Height = height;
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target.Depth.Format = PixelFormat.CompressedPvrtRgba;
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target.Depth.Mipmaps = 1;
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// Attach color texture and depth texture to FBO
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Rlgl.FramebufferAttach(
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target.Id,
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target.Texture.Id,
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FramebufferAttachType.ColorChannel0,
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FramebufferAttachTextureType.Texture2D,
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0
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);
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Rlgl.FramebufferAttach(
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target.Id,
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target.Depth.Id,
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FramebufferAttachType.Depth,
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FramebufferAttachTextureType.Texture2D,
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0
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);
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// Check if fbo is complete with attachments (valid)
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if (Rlgl.FramebufferComplete(target.Id) != 0)
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{
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TraceLog(TraceLogLevel.Info, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
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}
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Rlgl.DisableFramebuffer();
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}
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else
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{
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TraceLog(TraceLogLevel.Warning, "FBO: Framebuffer object can not be created");
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}
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return target;
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}
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// Unload render texture from GPU memory (VRAM)
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private static void UnloadRenderTextureDepthTex(RenderTexture2D target)
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{
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if (target.Id > 0)
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{
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// Color texture attached to FBO is deleted
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Rlgl.UnloadTexture(target.Texture.Id);
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Rlgl.UnloadTexture(target.Depth.Id);
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// NOTE: Depth texture is automatically
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// queried and deleted before deleting framebuffer
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Rlgl.UnloadFramebuffer(target.Id);
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}
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}
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}
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