Merge branch 'master' into master

This commit is contained in:
Jon Daniel 2025-08-08 02:24:57 +02:00 • committed by GitHub
commit 0842aabe5c
No known key found for this signature in database
GPG key ID: B5690EEEBB952194

View file

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - Hybrid Rendering
* raylib [shaders] example - hybrid rendering
*
* Example complexity rating: [★★★★] 4/4
*
@ -62,14 +62,20 @@ int main(void)
// You are required to write depth for all shaders if one shader does it
Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
// Declare Struct used to store camera locs.
// Declare Struct used to store camera locs
RayLocs marchLocs = {0};
// Fill the struct with shader locs.
// Fill the struct with shader locs
marchLocs.camPos = GetShaderLocation(shdrRaymarch, "camPos");
marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
// 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);
// Use Customized function to create writable depth texture buffer
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
// Define the camera to look into our 3d world
Camera camera = {
@ -79,11 +85,10 @@ 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.
// Camera FOV is pre-calculated in the camera distance
float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -106,14 +111,14 @@ int main(void)
SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
UpdateCamera(&camera, CAMERA_ORBITAL);
// Update Camera Postion in the ray march shader.
// 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.
// 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)
@ -121,11 +126,11 @@ int main(void)
ClearBackground(WHITE);
// Raymarch Scene
rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
rlEnableDepthTest(); // Manually enable Depth Test to handle multiple rendering methods
BeginShaderMode(shdrRaymarch);
DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
EndShaderMode();
// Rasterize Scene
BeginMode3D(camera);
BeginShaderMode(shdrRaster);
@ -138,7 +143,7 @@ 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);