REVIEWED: Some PRs formating

This commit is contained in:
Ray
2025-04-13 20:55:38 +02:00
parent cb111ad15e
commit cc5739a6d7
11 changed files with 111 additions and 79 deletions

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@ -10,12 +10,6 @@ uniform bool flipY;
float nearPlane = 0.1;
float farPlane = 100.0;
// Function to linearize depth from non-linear depth buffer
float linearizeDepth(float depth)
{
return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
}
void main()
{
// Handle potential Y-flipping
@ -27,7 +21,7 @@ void main()
float depth = texture2D(depthTexture, texCoord).r;
// Linearize depth
float linearDepth = linearizeDepth(depth);
float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
// Output final color
gl_FragColor = vec4(vec3(linearDepth), 1.0);

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@ -13,24 +13,17 @@ const float farPlane = 100.0;
// Output fragment color
out vec4 finalColor;
// Linearizes the depth buffer value
float linearizeDepth(float depth)
{
return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
}
void main()
{
// Handle potential Y-flipping
vec2 texCoord = fragTexCoord;
if (flipY)
texCoord.y = 1.0 - texCoord.y;
if (flipY) texCoord.y = 1.0 - texCoord.y;
// Sample depth
float depth = texture(depthTexture, texCoord).r;
// Linearize depth value
float linearDepth = linearizeDepth(depth);
float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
// Output final color
finalColor = vec4(vec3(linearDepth), 1.0);

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@ -34,11 +34,11 @@ int main(void)
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 600;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shader] example - render depth texture");
// Load camera
// Init camera
Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 1.0f, 5.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
@ -56,7 +56,7 @@ int main(void)
SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
// Load models
Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
Model floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1));
DisableCursor(); // Limit cursor to relative movement inside the window
@ -75,25 +75,19 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
BeginTextureMode(target);
ClearBackground(WHITE);
BeginMode3D(camera);
DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);
EndMode3D();
EndTextureMode();
BeginDrawing();
BeginShaderMode(depthShader);
SetShaderValueTexture(depthShader, depthLoc, target.depth);
DrawTexture(target.depth, 0, 0, WHITE);
EndShaderMode();
DrawRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f));

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@ -74,7 +74,6 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
// Draw into our custom render texture (framebuffer)
BeginTextureMode(target);
ClearBackground(WHITE);
@ -93,7 +92,6 @@ int main(void)
// 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();