EXAMPLES: Format tweaks

This commit is contained in:
Ray
2025-08-07 17:08:22 +02:00
parent 9f07cfe0b7
commit f0889a74fe
91 changed files with 409 additions and 397 deletions

View File

@@ -59,10 +59,10 @@ int main(void)
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
// Get some required shader locations
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
// NOTE: "matModel" location name is automatically assigned on shader loading,
// NOTE: "matModel" location name is automatically assigned on shader loading,
// no need to get the location again if using that uniform name
//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
// Ambient light level (some basic lighting)
int ambientLoc = GetShaderLocation(shader, "ambient");
SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
@@ -87,13 +87,13 @@ int main(void)
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
// Check key inputs to enable/disable lights
if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
// Update light values (actually, only enable/disable them)
for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
//----------------------------------------------------------------------------------

View File

@@ -13,8 +13,8 @@
*
* Copyright (c) 2023-2025 Afan OLOVCIC (@_DevDad)
*
* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
* licensed under Creative Commons Attribution-NonCommercial
* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
* licensed under Creative Commons Attribution-NonCommercial
* (http://creativecommons.org/licenses/by-nc/4.0/)
*
********************************************************************************************/
@@ -105,7 +105,7 @@ int main()
// shader already takes care of it accordingly
shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap");
shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
// WARNING: Similar to the MRA map, the emissive map packs different information
// WARNING: Similar to the MRA map, the emissive map packs different information
// into a single texture: it stores height and emission data
// It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader
shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap");
@@ -153,7 +153,7 @@ int main()
car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png");
car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png");
car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png");
// Load floor model mesh and assign material parameters
// NOTE: A basic plane shape can be generated instead of being loaded from a model file
Model floor = LoadModel("resources/models/plane.glb");
@@ -161,9 +161,9 @@ int main()
//GenMeshTangents(&floorMesh); // TODO: Review tangents generation
//Model floor = LoadModelFromMesh(floorMesh);
// Assign material shader for our floor model, same PBR shader
// Assign material shader for our floor model, same PBR shader
floor.materials[0].shader = shader;
floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
floor.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.8f;
floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.1f;
@@ -193,7 +193,7 @@ int main()
SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT);
SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT);
SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
@@ -221,11 +221,11 @@ int main()
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
BeginMode3D(camera);
// Set floor model texture tiling and emissive color parameters on shader
SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2);
Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
@@ -234,7 +234,7 @@ int main()
// Set floor metallic and roughness values
SetShaderValue(shader, metallicValueLoc, &floor.materials[0].maps[MATERIAL_MAP_METALNESS].value, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, roughnessValueLoc, &floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value, SHADER_UNIFORM_FLOAT);
DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model
// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
@@ -247,24 +247,24 @@ int main()
// Set old car metallic and roughness values
SetShaderValue(shader, metallicValueLoc, &car.materials[0].maps[MATERIAL_MAP_METALNESS].value, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, roughnessValueLoc, &car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value, SHADER_UNIFORM_FLOAT);
DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.25f, WHITE); // Draw car model
// Draw spheres to show the lights positions
for (int i = 0; i < MAX_LIGHTS; i++)
{
Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 };
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
}
EndMode3D();
DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
DrawFPS(10, 10);
EndDrawing();
@@ -273,20 +273,20 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
// Unbind (disconnect) shader from car.material[0]
// Unbind (disconnect) shader from car.material[0]
// to avoid UnloadMaterial() trying to unload it automatically
car.materials[0].shader = (Shader){ 0 };
UnloadMaterial(car.materials[0]);
car.materials[0].maps = NULL;
UnloadModel(car);
floor.materials[0].shader = (Shader){ 0 };
UnloadMaterial(floor.materials[0]);
floor.materials[0].maps = NULL;
UnloadModel(floor);
UnloadShader(shader); // Unload Shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
@@ -310,7 +310,7 @@ static Light CreateLight(int type, Vector3 position, Vector3 target, Color color
light.color[2] = (float)color.b/255.0f;
light.color[3] = (float)color.a/255.0f;
light.intensity = intensity;
// NOTE: Shader parameters names for lights must match the requested ones
light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount));
light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount));
@@ -318,7 +318,7 @@ static Light CreateLight(int type, Vector3 position, Vector3 target, Color color
light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount));
light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount));
light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount));
UpdateLight(shader, light);
lightCount++;
@@ -333,7 +333,7 @@ static void UpdateLight(Shader shader, Light light)
{
SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
// Send to shader light position values
float position[3] = { light.position.x, light.position.y, light.position.z };
SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);

View File

@@ -78,7 +78,7 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL);
Vector2 mousePosition = GetMousePosition();
swirlCenter[0] = mousePosition.x;

View File

@@ -42,7 +42,7 @@ typedef struct GBuffer {
unsigned int positionTexture;
unsigned int normalTexture;
unsigned int albedoSpecTexture;
unsigned int depthRenderbuffer;
} GBuffer;
@@ -94,14 +94,14 @@ int main(void)
TraceLog(LOG_WARNING, "Failed to create framebuffer");
exit(1);
}
rlEnableFramebuffer(gBuffer.framebuffer);
// NOTE: Vertex positions are stored in a texture for simplicity. A better approach would use a depth texture
// (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
// (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
// depth, and the inverse view/projection matrices.
// 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios.
// 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios.
// But as mentioned above, the positions could be reconstructed instead of stored. If not targeting OpenGL ES
// and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`.
gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
@@ -161,7 +161,7 @@ int main(void)
const float CUBE_SCALE = 0.25;
Vector3 cubePositions[MAX_CUBES] = { 0 };
float cubeRotations[MAX_CUBES] = { 0 };
for (int i = 0; i < MAX_CUBES; i++)
{
cubePositions[i] = (Vector3){
@@ -169,7 +169,7 @@ int main(void)
.y = (float)(rand()%5),
.z = (float)(rand()%10) - 5,
};
cubeRotations[i] = (float)(rand()%360);
}
@@ -190,7 +190,7 @@ int main(void)
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
SetShaderValue(deferredShader, deferredShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
// Check key inputs to enable/disable lights
if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
@@ -215,7 +215,7 @@ int main(void)
rlEnableFramebuffer(gBuffer.framebuffer);
rlClearColor(0, 0, 0, 0);
rlClearScreenBuffers(); // Clear color and depth buffer
rlDisableColorBlend();
BeginMode3D(camera);
// NOTE: We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
@@ -281,7 +281,7 @@ int main(void)
}
rlDisableShader();
EndMode3D();
DrawText("FINAL RESULT", 10, screenHeight - 30, 20, DARKGREEN);
} break;
case DEFERRED_POSITION:
@@ -291,7 +291,7 @@ int main(void)
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
} break;
case DEFERRED_NORMAL:
@@ -301,7 +301,7 @@ int main(void)
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
} break;
case DEFERRED_ALBEDO:
@@ -311,7 +311,7 @@ int main(void)
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
} break;
default: break;
@@ -321,7 +321,7 @@ int main(void)
DrawText("Switch G-buffer textures: [1][2][3][4]", 10, 70, 20, DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
// -----------------------------------------------------------------------------
}

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@@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - Sieve of Eratosthenes
* raylib [shaders] example - sieve of Eratosthenes
*
* Example complexity rating: [★★★☆] 3/4
*
@@ -45,7 +45,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - sieve of Eratosthenes");
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);

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@@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - Hot reloading
* raylib [shaders] example - hot reloading
*
* Example complexity rating: [★★★☆] 3/4
*

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@@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - Hybrid Rendering
* raylib [shaders] example - hybrid rendering
*
* Example complexity rating: [★★★★] 4/4
*
@@ -69,7 +69,7 @@ int main(void)
marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
@@ -84,10 +84,10 @@ int main(void)
.fovy = 45.0f, // Camera field-of-view Y
.projection = CAMERA_PERSPECTIVE // Camera projection type
};
// Camera FOV is pre-calculated in the camera Distance.
float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -100,12 +100,12 @@ int main(void)
// Update Camera Postion in the ray march shader.
SetShaderValue(shdrRaymarch, marchLocs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
// Update Camera Looking Vector. Vector length determines FOV.
Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
SetShaderValue(shdrRaymarch, marchLocs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw into our custom render texture (framebuffer)
@@ -117,7 +117,7 @@ int main(void)
BeginShaderMode(shdrRaymarch);
DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
EndShaderMode();
// Rasterize Scene
BeginMode3D(camera);
BeginShaderMode(shdrRaster);
@@ -130,10 +130,10 @@ int main(void)
EndMode3D();
EndTextureMode();
// Draw into screen our custom render texture
// 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();

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@@ -167,7 +167,7 @@ int main(void)
// do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode();
BeginDrawing();
ClearBackground(BLACK); // Clear screen background

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@@ -70,7 +70,7 @@ int main(void)
// Load a new texcoords2 attributes buffer
mesh.vboId[SHADER_LOC_VERTEX_TEXCOORD02] = rlLoadVertexBuffer(mesh.texcoords2, mesh.vertexCount*2*sizeof(float), false);
rlEnableVertexArray(mesh.vaoId);
// Index 5 is for texcoords2
rlSetVertexAttribute(5, 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(5);
@@ -156,10 +156,10 @@ int main(void)
(Vector2){ 0.0, 0.0 },
0.0,
WHITE);
DrawText("lightmap", GetRenderWidth() - 66, 16 + MAP_SIZE*8, 10, GRAY);
DrawText("10x10 pixels", GetRenderWidth() - 76, 30 + MAP_SIZE*8, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}

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@@ -64,7 +64,7 @@ int main(void)
Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) });
float angle = (float)GetRandomValue(0, 180)*DEG2RAD;
Matrix rotation = MatrixRotate(axis, angle);
transforms[i] = MatrixMultiply(rotation, translation);
}

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@@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - Multiple sample2D with default batch system
* raylib [shaders] example - multi sample2D
*
* Example complexity rating: [★★☆☆] 2/4
*
@@ -38,7 +38,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - multi sample2D");
Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
Texture texRed = LoadTextureFromImage(imRed);
@@ -93,7 +93,7 @@ int main(void)
// an additional texture units is enabled for texBlue [sampler2D texture1]
DrawTexture(texRed, 0, 0, WHITE);
EndShaderMode(); // Texture sampler2D is reseted, needs to be set again for next frame
EndShaderMode(); // Texture sampler2D is reseted, needs to be set again for next frame
DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE);

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@@ -141,7 +141,7 @@ int main(void)
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginDrawing();
ClearBackground(RAYWHITE); // Clear screen background

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@@ -173,7 +173,7 @@ int main(void)
// Draw the same exact things as we drew in the shadowmap!
DrawScene(cube, robot);
EndMode3D();
DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 320, screenHeight - 20, 10, GRAY);

View File

@@ -97,7 +97,7 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
framesCounter++;
rotation.x += 0.01f;
rotation.y += 0.005f;

View File

@@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - Apply an shdrOutline to a texture
* raylib [shaders] example - texture outline
*
* Example complexity rating: [★★★☆] 3/4
*
@@ -36,7 +36,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture outline");
Texture2D texture = LoadTexture("resources/fudesumi.png");

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@@ -48,7 +48,7 @@ int main(void)
// Load a cube model
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Model model = LoadModelFromMesh(cube);
// Load a texture and assign to cube model
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
@@ -77,17 +77,17 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
BeginShaderMode(shader);
DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, WHITE);
EndShaderMode();
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY);
@@ -104,6 +104,6 @@ int main(void)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -52,7 +52,7 @@ int main(void)
Shader shader = LoadShader(
TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION));
// Load perlin noise texture
Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
@@ -64,7 +64,7 @@ int main(void)
rlActiveTextureSlot(1);
rlEnableTexture(perlinNoiseMap.id);
rlSetUniformSampler(perlinNoiseMapLoc, 1);
// Create a plane mesh and model
Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
Model planeModel = LoadModelFromMesh(planeMesh);

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@@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shader] example - render depth texture
* raylib [shaders] example - render depth texture
*
* Example complexity rating: [★★★☆] 3/4
*
@@ -36,7 +36,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shader] example - render depth texture");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - render depth texture");
// Init camera
Camera camera = { 0 };
@@ -76,7 +76,7 @@ int main(void)
//----------------------------------------------------------------------------------
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);

View File

@@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - Depth buffer writing
* raylib [shaders] example - depth buffer writing
*
* Example complexity rating: [★★☆☆] 2/4
*
@@ -60,7 +60,7 @@ int main(void)
.fovy = 45.0f, // Camera field-of-view Y
.projection = CAMERA_PERSPECTIVE // Camera projection type
};
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -71,13 +71,13 @@ int main(void)
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw into our custom render texture (framebuffer)
BeginTextureMode(target);
ClearBackground(WHITE);
BeginMode3D(camera);
BeginShaderMode(shader);
DrawCubeWiresV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, RED);
@@ -89,7 +89,7 @@ int main(void)
EndMode3D();
EndTextureMode();
// Draw into screen our custom render texture
// Draw into screen our custom render texture
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);