REXM: RENAME: example: shaders_deferred_render --> shaders_deferred_rendering
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8 changed files with 574 additions and 574 deletions
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@ -629,7 +629,7 @@ SHADERS = \
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shaders/shaders_basic_lighting \
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shaders/shaders_basic_lighting \
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shaders/shaders_basic_pbr \
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shaders/shaders_basic_pbr \
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shaders/shaders_custom_uniform \
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shaders/shaders_custom_uniform \
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shaders/shaders_deferred_render \
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shaders/shaders_deferred_rendering \
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shaders/shaders_eratosthenes \
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shaders/shaders_eratosthenes \
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shaders/shaders_fog_rendering \
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shaders/shaders_fog_rendering \
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shaders/shaders_hot_reloading \
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shaders/shaders_hot_reloading \
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@ -629,7 +629,7 @@ SHADERS = \
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shaders/shaders_basic_lighting \
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shaders/shaders_basic_lighting \
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shaders/shaders_basic_pbr \
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shaders/shaders_basic_pbr \
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shaders/shaders_custom_uniform \
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shaders/shaders_custom_uniform \
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shaders/shaders_deferred_render \
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shaders/shaders_deferred_rendering \
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shaders/shaders_eratosthenes \
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shaders/shaders_eratosthenes \
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shaders/shaders_fog_rendering \
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shaders/shaders_fog_rendering \
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shaders/shaders_hot_reloading \
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shaders/shaders_hot_reloading \
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@ -1150,7 +1150,7 @@ shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c
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--preload-file shaders/resources/models/barracks_diffuse.png@resources/models/barracks_diffuse.png \
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--preload-file shaders/resources/models/barracks_diffuse.png@resources/models/barracks_diffuse.png \
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--preload-file shaders/resources/shaders/glsl100/swirl.fs@resources/shaders/glsl100/swirl.fs
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--preload-file shaders/resources/shaders/glsl100/swirl.fs@resources/shaders/glsl100/swirl.fs
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shaders/shaders_deferred_render: shaders/shaders_deferred_render.c
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shaders/shaders_deferred_rendering: shaders/shaders_deferred_rendering.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/shaders/glsl100/gbuffer.vs@resources/shaders/glsl100/gbuffer.vs \
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--preload-file shaders/resources/shaders/glsl100/gbuffer.vs@resources/shaders/glsl100/gbuffer.vs \
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--preload-file shaders/resources/shaders/glsl100/gbuffer.fs@resources/shaders/glsl100/gbuffer.fs \
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--preload-file shaders/resources/shaders/glsl100/gbuffer.fs@resources/shaders/glsl100/gbuffer.fs \
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@ -196,7 +196,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
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| [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐⭐☆☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
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| [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐⭐☆☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
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| [shaders_normal_map](shaders/shaders_normal_map.c) | <img src="shaders/shaders_normal_map.png" alt="shaders_normal_map" width="80"> | ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
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| [shaders_normal_map](shaders/shaders_normal_map.c) | <img src="shaders/shaders_normal_map.png" alt="shaders_normal_map" width="80"> | ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
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| [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
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| [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
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| [shaders_deferred_render](shaders/shaders_deferred_render.c) | <img src="shaders/shaders_deferred_render.png" alt="shaders_deferred_render" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
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| [shaders_deferred_rendering](shaders/shaders_deferred_rendering.c) | <img src="shaders/shaders_deferred_rendering.png" alt="shaders_deferred_rendering" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
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| [shaders_hybrid_render](shaders/shaders_hybrid_render.c) | <img src="shaders/shaders_hybrid_render.png" alt="shaders_hybrid_render" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
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| [shaders_hybrid_render](shaders/shaders_hybrid_render.c) | <img src="shaders/shaders_hybrid_render.png" alt="shaders_hybrid_render" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
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| [shaders_texture_tiling](shaders/shaders_texture_tiling.c) | <img src="shaders/shaders_texture_tiling.png" alt="shaders_texture_tiling" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Luis Almeida](https://github.com/luis605) |
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| [shaders_texture_tiling](shaders/shaders_texture_tiling.c) | <img src="shaders/shaders_texture_tiling.png" alt="shaders_texture_tiling" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Luis Almeida](https://github.com/luis605) |
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| [shaders_shadowmap](shaders/shaders_shadowmap.c) | <img src="shaders/shaders_shadowmap.png" alt="shaders_shadowmap" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) |
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| [shaders_shadowmap](shaders/shaders_shadowmap.c) | <img src="shaders/shaders_shadowmap.png" alt="shaders_shadowmap" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) |
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@ -143,7 +143,7 @@ shaders;shaders_mesh_instancing;★★★★;3.7;4.2;2020;2025;"seanpringle";@se
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shaders;shaders_multi_sample2d;★★☆☆;3.5;3.5;2020;2025;"Ramon Santamaria";@raysan5
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shaders;shaders_multi_sample2d;★★☆☆;3.5;3.5;2020;2025;"Ramon Santamaria";@raysan5
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shaders;shaders_normal_map;★★★★;5.6;5.6;2025;2025;"Jeremy Montgomery";@Sir_Irk
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shaders;shaders_normal_map;★★★★;5.6;5.6;2025;2025;"Jeremy Montgomery";@Sir_Irk
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shaders;shaders_spotlight;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
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shaders;shaders_spotlight;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
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shaders;shaders_deferred_render;★★★★;4.5;4.5;2023;2025;"Justin Andreas Lacoste";@27justin
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shaders;shaders_deferred_rendering;★★★★;4.5;4.5;2023;2025;"Justin Andreas Lacoste";@27justin
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shaders;shaders_hybrid_render;★★★★;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
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shaders;shaders_hybrid_render;★★★★;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
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shaders;shaders_texture_tiling;★★☆☆;4.5;4.5;2023;2025;"Luis Almeida";@luis605
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shaders;shaders_texture_tiling;★★☆☆;4.5;4.5;2023;2025;"Luis Almeida";@luis605
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shaders;shaders_shadowmap;★★★★;5.0;5.0;2023;2025;"TheManTheMythTheGameDev";@TheManTheMythTheGameDev
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shaders;shaders_shadowmap;★★★★;5.0;5.0;2023;2025;"TheManTheMythTheGameDev";@TheManTheMythTheGameDev
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351
examples/shaders/shaders_deferred_rendering.c
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351
examples/shaders/shaders_deferred_rendering.c
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@ -0,0 +1,351 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - deferred render
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 or OpenGL ES 3.0
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*
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* Example originally created with raylib 4.5, last time updated with raylib 4.5
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*
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* Example contributed by Justin Andreas Lacoste (@27justin) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2023-2025 Justin Andreas Lacoste (@27justin)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#include "raymath.h"
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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#if defined(PLATFORM_DESKTOP)
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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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#endif
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#include <stdlib.h> // Required for: NULL
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#define MAX_CUBES 30
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// GBuffer data
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typedef struct GBuffer {
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unsigned int framebuffer;
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unsigned int positionTexture;
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unsigned int normalTexture;
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unsigned int albedoSpecTexture;
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unsigned int depthRenderbuffer;
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} GBuffer;
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// Deferred mode passes
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typedef enum {
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DEFERRED_POSITION,
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DEFERRED_NORMAL,
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DEFERRED_ALBEDO,
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DEFERRED_SHADING
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} DeferredMode;
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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// -------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred render");
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Camera camera = { 0 };
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camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 60.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load plane model from a generated mesh
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Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
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Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));
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// Load geometry buffer (G-buffer) shader and deferred shader
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Shader gbufferShader = LoadShader(TextFormat("resources/shaders/glsl%i/gbuffer.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/gbuffer.fs", GLSL_VERSION));
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Shader deferredShader = LoadShader(TextFormat("resources/shaders/glsl%i/deferred_shading.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/deferred_shading.fs", GLSL_VERSION));
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deferredShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(deferredShader, "viewPosition");
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// Initialize the G-buffer
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GBuffer gBuffer = { 0 };
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gBuffer.framebuffer = rlLoadFramebuffer();
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if (!gBuffer.framebuffer)
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{
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TraceLog(LOG_WARNING, "Failed to create framebuffer");
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exit(1);
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}
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rlEnableFramebuffer(gBuffer.framebuffer);
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// NOTE: Vertex positions are stored in a texture for simplicity. A better approach would use a depth texture
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// (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
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// depth, and the inverse view/projection matrices
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// 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios
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// But as mentioned above, the positions could be reconstructed instead of stored. If not targeting OpenGL ES
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// and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`
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gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
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// Similarly, 16-bit precision is used for normals ensures OpenGL ES 3 compatibility
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// This is generally sufficient, but a 16-bit fixed-point format offer a better uniform precision in all orientations
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gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
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// Albedo (diffuse color) and specular strength can be combined into one texture
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// The color in RGB, and the specular strength in the alpha channel
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gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
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// Activate the draw buffers for our framebuffer
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rlActiveDrawBuffers(3);
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// Now we attach our textures to the framebuffer
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rlFramebufferAttach(gBuffer.framebuffer, gBuffer.positionTexture, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
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rlFramebufferAttach(gBuffer.framebuffer, gBuffer.normalTexture, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
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rlFramebufferAttach(gBuffer.framebuffer, gBuffer.albedoSpecTexture, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0);
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// Finally we attach the depth buffer
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gBuffer.depthRenderbuffer = rlLoadTextureDepth(screenWidth, screenHeight, true);
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rlFramebufferAttach(gBuffer.framebuffer, gBuffer.depthRenderbuffer, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
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// Make sure our framebuffer is complete
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// NOTE: rlFramebufferComplete() automatically unbinds the framebuffer, so we don't have
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// to rlDisableFramebuffer() here
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if (!rlFramebufferComplete(gBuffer.framebuffer))
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{
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TraceLog(LOG_WARNING, "Framebuffer is not complete");
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}
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// Now we initialize the sampler2D uniform's in the deferred shader
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// We do this by setting the uniform's values to the texture units that
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// we later bind our g-buffer textures to
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rlEnableShader(deferredShader.id);
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int texUnitPosition = 0;
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int texUnitNormal = 1;
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int texUnitAlbedoSpec = 2;
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SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gPosition"), &texUnitPosition, RL_SHADER_UNIFORM_SAMPLER2D);
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SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gNormal"), &texUnitNormal, RL_SHADER_UNIFORM_SAMPLER2D);
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SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gAlbedoSpec"), &texUnitAlbedoSpec, RL_SHADER_UNIFORM_SAMPLER2D);
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rlDisableShader();
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// Assign out lighting shader to model
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model.materials[0].shader = gbufferShader;
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cube.materials[0].shader = gbufferShader;
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// Create lights
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//--------------------------------------------------------------------------------------
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Light lights[MAX_LIGHTS] = { 0 };
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lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, deferredShader);
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lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, deferredShader);
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lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, deferredShader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, deferredShader);
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const float CUBE_SCALE = 0.25;
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Vector3 cubePositions[MAX_CUBES] = { 0 };
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float cubeRotations[MAX_CUBES] = { 0 };
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for (int i = 0; i < MAX_CUBES; i++)
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{
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cubePositions[i] = (Vector3){
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.x = (float)(rand()%10) - 5,
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.y = (float)(rand()%5),
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.z = (float)(rand()%10) - 5,
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};
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cubeRotations[i] = (float)(rand()%360);
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}
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DeferredMode mode = DEFERRED_SHADING;
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rlEnableDepthTest();
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//---------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_ORBITAL);
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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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||||||
|
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; }
|
||||||
|
if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
|
||||||
|
if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
|
||||||
|
|
||||||
|
// Check key inputs to switch between G-buffer textures
|
||||||
|
if (IsKeyPressed(KEY_ONE)) mode = DEFERRED_POSITION;
|
||||||
|
if (IsKeyPressed(KEY_TWO)) mode = DEFERRED_NORMAL;
|
||||||
|
if (IsKeyPressed(KEY_THREE)) mode = DEFERRED_ALBEDO;
|
||||||
|
if (IsKeyPressed(KEY_FOUR)) mode = DEFERRED_SHADING;
|
||||||
|
|
||||||
|
// Update light values (actually, only enable/disable them)
|
||||||
|
for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(deferredShader, lights[i]);
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
// ---------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
// Draw to the geometry buffer by first activating it
|
||||||
|
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`
|
||||||
|
// will not work, as they won't immediately load the shader program
|
||||||
|
rlEnableShader(gbufferShader.id);
|
||||||
|
// When drawing a model here, make sure that the material's shaders
|
||||||
|
// are set to the gbuffer shader!
|
||||||
|
DrawModel(model, Vector3Zero(), 1.0f, WHITE);
|
||||||
|
DrawModel(cube, (Vector3) { 0.0, 1.0f, 0.0 }, 1.0f, WHITE);
|
||||||
|
|
||||||
|
for (int i = 0; i < MAX_CUBES; i++)
|
||||||
|
{
|
||||||
|
Vector3 position = cubePositions[i];
|
||||||
|
DrawModelEx(cube, position, (Vector3) { 1, 1, 1 }, cubeRotations[i], (Vector3) { CUBE_SCALE, CUBE_SCALE, CUBE_SCALE }, WHITE);
|
||||||
|
}
|
||||||
|
|
||||||
|
rlDisableShader();
|
||||||
|
EndMode3D();
|
||||||
|
rlEnableColorBlend();
|
||||||
|
|
||||||
|
// Go back to the default framebuffer (0) and draw our deferred shading
|
||||||
|
rlDisableFramebuffer();
|
||||||
|
rlClearScreenBuffers(); // Clear color & depth buffer
|
||||||
|
|
||||||
|
switch (mode)
|
||||||
|
{
|
||||||
|
case DEFERRED_SHADING:
|
||||||
|
{
|
||||||
|
BeginMode3D(camera);
|
||||||
|
rlDisableColorBlend();
|
||||||
|
rlEnableShader(deferredShader.id);
|
||||||
|
// Bind our g-buffer textures
|
||||||
|
// We are binding them to locations that we earlier set in sampler2D uniforms `gPosition`, `gNormal`,
|
||||||
|
// and `gAlbedoSpec`
|
||||||
|
rlActiveTextureSlot(texUnitPosition);
|
||||||
|
rlEnableTexture(gBuffer.positionTexture);
|
||||||
|
rlActiveTextureSlot(texUnitNormal);
|
||||||
|
rlEnableTexture(gBuffer.normalTexture);
|
||||||
|
rlActiveTextureSlot(texUnitAlbedoSpec);
|
||||||
|
rlEnableTexture(gBuffer.albedoSpecTexture);
|
||||||
|
|
||||||
|
// Finally, we draw a fullscreen quad to our default framebuffer
|
||||||
|
// This will now be shaded using our deferred shader
|
||||||
|
rlLoadDrawQuad();
|
||||||
|
rlDisableShader();
|
||||||
|
rlEnableColorBlend();
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
// As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer
|
||||||
|
rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebuffer);
|
||||||
|
rlBindFramebuffer(RL_DRAW_FRAMEBUFFER, 0);
|
||||||
|
rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT
|
||||||
|
rlDisableFramebuffer();
|
||||||
|
|
||||||
|
// Since our shader is now done and disabled, we can draw spheres
|
||||||
|
// that represent light positions in default forward rendering
|
||||||
|
BeginMode3D(camera);
|
||||||
|
rlEnableShader(rlGetShaderIdDefault());
|
||||||
|
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||||
|
{
|
||||||
|
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
|
||||||
|
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
|
||||||
|
}
|
||||||
|
rlDisableShader();
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
DrawText("FINAL RESULT", 10, screenHeight - 30, 20, DARKGREEN);
|
||||||
|
} break;
|
||||||
|
case DEFERRED_POSITION:
|
||||||
|
{
|
||||||
|
DrawTextureRec((Texture2D){
|
||||||
|
.id = gBuffer.positionTexture,
|
||||||
|
.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:
|
||||||
|
{
|
||||||
|
DrawTextureRec((Texture2D){
|
||||||
|
.id = gBuffer.normalTexture,
|
||||||
|
.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:
|
||||||
|
{
|
||||||
|
DrawTextureRec((Texture2D){
|
||||||
|
.id = gBuffer.albedoSpecTexture,
|
||||||
|
.width = screenWidth,
|
||||||
|
.height = screenHeight,
|
||||||
|
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
|
||||||
|
} break;
|
||||||
|
default: break;
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawText("Toggle lights keys: [Y][R][G][B]", 10, 40, 20, DARKGRAY);
|
||||||
|
DrawText("Switch G-buffer textures: [1][2][3][4]", 10, 70, 20, DARKGRAY);
|
||||||
|
|
||||||
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadModel(model); // Unload the models
|
||||||
|
UnloadModel(cube);
|
||||||
|
|
||||||
|
UnloadShader(deferredShader); // Unload shaders
|
||||||
|
UnloadShader(gbufferShader);
|
||||||
|
|
||||||
|
// Unload geometry buffer and all attached textures
|
||||||
|
rlUnloadFramebuffer(gBuffer.framebuffer);
|
||||||
|
rlUnloadTexture(gBuffer.positionTexture);
|
||||||
|
rlUnloadTexture(gBuffer.normalTexture);
|
||||||
|
rlUnloadTexture(gBuffer.albedoSpecTexture);
|
||||||
|
rlUnloadTexture(gBuffer.depthRenderbuffer);
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
BIN
examples/shaders/shaders_deferred_rendering.png
Normal file
BIN
examples/shaders/shaders_deferred_rendering.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 79 KiB |
569
projects/VS2022/examples/shaders_deferred_rendering.vcxproj
Normal file
569
projects/VS2022/examples/shaders_deferred_rendering.vcxproj
Normal file
|
|
@ -0,0 +1,569 @@
|
||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<ItemGroup Label="ProjectConfigurations">
|
||||||
|
<ProjectConfiguration Include="Debug.DLL|ARM64">
|
||||||
|
<Configuration>Debug.DLL</Configuration>
|
||||||
|
<Platform>ARM64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug.DLL|Win32">
|
||||||
|
<Configuration>Debug.DLL</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug.DLL|x64">
|
||||||
|
<Configuration>Debug.DLL</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug|ARM64">
|
||||||
|
<Configuration>Debug</Configuration>
|
||||||
|
<Platform>ARM64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug|Win32">
|
||||||
|
<Configuration>Debug</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug|x64">
|
||||||
|
<Configuration>Debug</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release.DLL|ARM64">
|
||||||
|
<Configuration>Release.DLL</Configuration>
|
||||||
|
<Platform>ARM64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release.DLL|Win32">
|
||||||
|
<Configuration>Release.DLL</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release.DLL|x64">
|
||||||
|
<Configuration>Release.DLL</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release|ARM64">
|
||||||
|
<Configuration>Release</Configuration>
|
||||||
|
<Platform>ARM64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release|Win32">
|
||||||
|
<Configuration>Release</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release|x64">
|
||||||
|
<Configuration>Release</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
</ItemGroup>
|
||||||
|
<PropertyGroup Label="Globals">
|
||||||
|
<ProjectGuid>{88DE5AD6-0074-4A5A-BE22-C840153E35D5}</ProjectGuid>
|
||||||
|
<Keyword>Win32Proj</Keyword>
|
||||||
|
<RootNamespace>shaders_deferred_rendering</RootNamespace>
|
||||||
|
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||||
|
<ProjectName>shaders_deferred_rendering</ProjectName>
|
||||||
|
</PropertyGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|ARM64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="Shared">
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="PropertySheets">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'" Label="PropertySheets">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'" Label="PropertySheets">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'" Label="PropertySheets">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="PropertySheets">
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||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'" Label="PropertySheets">
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<Optimization>MaxSpeed</Optimization>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||||
|
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<CompileAs>CompileAsC</CompileAs>
|
||||||
|
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||||
|
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<CompileAs>CompileAsC</CompileAs>
|
||||||
|
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||||
|
</Link>
|
||||||
|
<PostBuildEvent>
|
||||||
|
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||||
|
</PostBuildEvent>
|
||||||
|
<PostBuildEvent>
|
||||||
|
<Message>Copy Release DLL to output directory</Message>
|
||||||
|
</PostBuildEvent>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||||
|
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<CompileAs>CompileAsC</CompileAs>
|
||||||
|
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||||
|
</Link>
|
||||||
|
<PostBuildEvent>
|
||||||
|
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||||
|
</PostBuildEvent>
|
||||||
|
<PostBuildEvent>
|
||||||
|
<Message>Copy Release DLL to output directory</Message>
|
||||||
|
</PostBuildEvent>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|ARM64'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||||
|
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<CompileAs>CompileAsC</CompileAs>
|
||||||
|
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||||
|
</Link>
|
||||||
|
<PostBuildEvent>
|
||||||
|
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||||
|
</PostBuildEvent>
|
||||||
|
<PostBuildEvent>
|
||||||
|
<Message>Copy Release DLL to output directory</Message>
|
||||||
|
</PostBuildEvent>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="..\..\..\examples\shaders\shaders_deferred_rendering.c" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
|
||||||
|
</ProjectReference>
|
||||||
|
</ItemGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
</ImportGroup>
|
||||||
|
</Project>
|
||||||
|
|
@ -287,7 +287,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_smooth_pixelperfect",
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_draw_cube_texture", "examples\models_draw_cube_texture.vcxproj", "{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_draw_cube_texture", "examples\models_draw_cube_texture.vcxproj", "{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_deferred_render", "examples\shaders_deferred_render.vcxproj", "{88DE5AD6-0074-4A5A-BE22-C840153E35D5}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_deferred_rendering", "examples\shaders_deferred_rendering.vcxproj", "{88DE5AD6-0074-4A5A-BE22-C840153E35D5}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_outline", "examples\shaders_texture_outline.vcxproj", "{A546E75A-5242-46E6-9A9E-6C91554EAB84}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_outline", "examples\shaders_texture_outline.vcxproj", "{A546E75A-5242-46E6-9A9E-6C91554EAB84}"
|
||||||
EndProject
|
EndProject
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue