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WARNING: **NEW** raylib code CONVENTION: Comments do not end with '.'
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@@ -61,15 +61,15 @@ int main(void)
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// You are required to write depth for all shaders if one shader does it
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Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
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// Declare Struct used to store camera locs.
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// Declare Struct used to store camera locs
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RayLocs marchLocs = {0};
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// Fill the struct with shader locs.
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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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// Transfer screenCenter position to shader. Which is used to calculate ray direction
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Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
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SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
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@@ -85,7 +85,7 @@ int main(void)
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.projection = CAMERA_PERSPECTIVE // Camera projection type
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};
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// Camera FOV is pre-calculated in the camera Distance.
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// Camera FOV is pre-calculated in the camera distance
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float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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@@ -98,10 +98,10 @@ int main(void)
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_ORBITAL);
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// Update Camera Postion in the ray march shader.
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// Update Camera Postion in the ray march shader
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SetShaderValue(shdrRaymarch, marchLocs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
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// Update Camera Looking Vector. Vector length determines FOV.
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// Update Camera Looking Vector. Vector length determines FOV
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Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
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SetShaderValue(shdrRaymarch, marchLocs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
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//----------------------------------------------------------------------------------
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@@ -113,7 +113,7 @@ int main(void)
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ClearBackground(WHITE);
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// Raymarch Scene
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rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
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rlEnableDepthTest(); // Manually enable Depth Test to handle multiple rendering methods
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BeginShaderMode(shdrRaymarch);
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DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
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EndShaderMode();
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