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REVIEWED: Examples comments, consistent code sections
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@@ -16,32 +16,35 @@
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#include "math.h" // Used for tan()
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#include "raymath.h" // Used to calculate camera Direction
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#include "raymath.h"
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#include <math.h> // Required for: tanf()
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#define GLSL_VERSION 100
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#endif
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct {
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unsigned int camPos;
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unsigned int camDir;
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unsigned int screenCenter;
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} RayLocs;
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//------------------------------------------------------------------------------------
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// Declare custom functions required for the example
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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// Load custom render texture, create a writable depth texture buffer
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static RenderTexture2D LoadRenderTextureDepthTex(int width, int height);
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// Unload render texture from GPU memory (VRAM)
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static void UnloadRenderTextureDepthTex(RenderTexture2D target);
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//------------------------------------------------------------------------------------
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// Declare custom Structs
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//------------------------------------------------------------------------------------
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typedef struct {
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unsigned int camPos, camDir, screenCenter;
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}RayLocs ;
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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@@ -153,10 +156,10 @@ int main(void)
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}
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//------------------------------------------------------------------------------------
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// Define custom functions required for the example
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// Module Functions Definition
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//------------------------------------------------------------------------------------
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// Load custom render texture, create a writable depth texture buffer
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RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
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static RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
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{
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RenderTexture2D target = { 0 };
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@@ -195,7 +198,7 @@ RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
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}
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// Unload render texture from GPU memory (VRAM)
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void UnloadRenderTextureDepthTex(RenderTexture2D target)
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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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