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

@@ -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();
// -----------------------------------------------------------------------------
}