example resize fixes
This commit is contained in:
parent
e4993c5557
commit
48f9c9c8ff
32 changed files with 323 additions and 234 deletions
|
|
@ -1,6 +1,6 @@
|
||||||
# - Try to find raylib
|
# - Try to find raylib
|
||||||
# Options:
|
# Options:
|
||||||
# raylib_USE_STATIC_LIBS - OFF by default
|
# raylib_USE_STATIC_LIBS - ON by default
|
||||||
# raylib_VERBOSE - OFF by default
|
# raylib_VERBOSE - OFF by default
|
||||||
# Once done, this defines a raylib target that can be passed to
|
# Once done, this defines a raylib target that can be passed to
|
||||||
# target_link_libraries as well as following variables:
|
# target_link_libraries as well as following variables:
|
||||||
|
|
@ -11,6 +11,9 @@
|
||||||
# raylib_LDFLAGS - The linker flags needed with raylib
|
# raylib_LDFLAGS - The linker flags needed with raylib
|
||||||
# raylib_DEFINITIONS - Compiler switches required for using raylib
|
# raylib_DEFINITIONS - Compiler switches required for using raylib
|
||||||
|
|
||||||
|
option(raylib_USE_STATIC_LIBS "Use static libs" ON)
|
||||||
|
option(raylib_VERBOSE "Use static libs" OFF)
|
||||||
|
|
||||||
if (NOT TARGET raylib)
|
if (NOT TARGET raylib)
|
||||||
set(XPREFIX PC_RAYLIB)
|
set(XPREFIX PC_RAYLIB)
|
||||||
|
|
||||||
|
|
@ -25,23 +28,22 @@ if (NOT TARGET raylib)
|
||||||
|
|
||||||
find_path(raylib_INCLUDE_DIR
|
find_path(raylib_INCLUDE_DIR
|
||||||
NAMES raylib.h
|
NAMES raylib.h
|
||||||
HINTS ${${XPREFIX}_INCLUDE_DIRS}
|
HINTS ${${XPREFIX}_INCLUDE_DIRS} ${raylib_DIR}/../../../include/
|
||||||
)
|
)
|
||||||
|
|
||||||
set(RAYLIB_NAMES raylib)
|
|
||||||
|
|
||||||
if (raylib_USE_STATIC_LIBS)
|
if (raylib_USE_STATIC_LIBS)
|
||||||
set(RAYLIB_NAMES libraylib.a raylib.lib ${RAYLIB_NAMES})
|
set(RAYLIB_NAMES libraylib.a raylib.lib)
|
||||||
endif()
|
else ()
|
||||||
|
set(RAYLIB_NAMES raylib)
|
||||||
|
endif ()
|
||||||
|
|
||||||
find_library(raylib_LIBRARY
|
find_library(raylib_LIBRARY
|
||||||
NAMES ${RAYLIB_NAMES}
|
NAMES ${RAYLIB_NAMES}
|
||||||
HINTS ${${XPREFIX}_LIBRARY_DIRS}
|
HINTS ${${XPREFIX}_LIBRARY_DIRS} ${raylib_DIR}/../../
|
||||||
)
|
)
|
||||||
|
|
||||||
set(raylib_LIBRARIES ${raylib_LIBRARY})
|
set(raylib_LIBRARIES ${raylib_LIBRARY})
|
||||||
set(raylib_LIBRARY_DIRS ${${XPREFIX}_LIBRARY_DIRS})
|
|
||||||
set(raylib_LIBRARY_DIR ${raylib_LIBRARY_DIRS})
|
|
||||||
set(raylib_INCLUDE_DIRS ${raylib_INCLUDE_DIR})
|
set(raylib_INCLUDE_DIRS ${raylib_INCLUDE_DIR})
|
||||||
set(raylib_LDFLAGS ${${XPREFIX}_LDFLAGS})
|
set(raylib_LDFLAGS ${${XPREFIX}_LDFLAGS})
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -94,7 +94,7 @@ int main(void)
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON);
|
DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON);
|
||||||
DrawText("(c) Guy IQM 3D model by @culacant", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
DrawText("(c) Guy IQM 3D model by @culacant", GetScreenWidth() - 200, GetScreenHeight() - 20, 10, GRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -111,7 +111,7 @@ int main(void)
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("Move player with arrow keys to collide", 220, 40, 20, GRAY);
|
DrawText("Move player with arrow keys to collide", GetScreenWidth()/2 - 220, 40, 20, GRAY);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -71,8 +71,8 @@ int main(void)
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
|
DrawTexture(texture, GetScreenWidth() - texture.width - 20, 20, WHITE);
|
||||||
DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
|
DrawRectangleLines(GetScreenWidth() - texture.width - 20, 20, texture.width, texture.height, GREEN);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -135,7 +135,7 @@ int main(void)
|
||||||
DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
|
DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
|
||||||
if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
|
if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
|
||||||
|
|
||||||
DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
DrawText("(c) Castle 3D model by Alberto Cano", GetScreenWidth() - 200, GetScreenHeight() - 20, 10, GRAY);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -182,11 +182,11 @@ int main(void)
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
// Display info
|
// Display info
|
||||||
DrawRectangle(10, 400, 340, 60, Fade(SKYBLUE, 0.5f));
|
DrawRectangle(10, GetScreenHeight() - 50, 340, 60, Fade(SKYBLUE, 0.5f));
|
||||||
DrawRectangleLines(10, 400, 340, 60, Fade(DARKBLUE, 0.5f));
|
DrawRectangleLines(10, GetScreenHeight() - 50, 340, 60, Fade(DARKBLUE, 0.5f));
|
||||||
DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE);
|
DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, GetScreenHeight() - 50 + 10, 10, BLUE);
|
||||||
DrawText("MOUSE MIDDLE BUTTON to ZOOM OR ROTATE CAMERA", 40, 420, 10, BLUE);
|
DrawText("MOUSE MIDDLE BUTTON to ZOOM OR ROTATE CAMERA", 40, GetScreenHeight() - 50 + 20, 10, BLUE);
|
||||||
DrawText("UP-DOWN-LEFT-RIGHT KEYS to MOVE CAMERA", 40, 430, 10, BLUE);
|
DrawText("UP-DOWN-LEFT-RIGHT KEYS to MOVE CAMERA", 40, GetScreenHeight() - 50 + 30, 10, BLUE);
|
||||||
DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
|
DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
|
|
|
||||||
|
|
@ -110,21 +110,21 @@ int main(void)
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
|
DrawRectangle(30, GetScreenHeight() - 50, 310, 30, Fade(SKYBLUE, 0.5f));
|
||||||
DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
|
DrawRectangleLines(30, GetScreenHeight() - 50, 310, 30, Fade(DARKBLUE, 0.5f));
|
||||||
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
|
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, GetScreenHeight() - 50 + 10, 10, BLUE);
|
||||||
|
|
||||||
switch (currentModel)
|
switch (currentModel)
|
||||||
{
|
{
|
||||||
case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
|
case 0: DrawText("PLANE", GetScreenWidth() - 120, 10, 20, DARKBLUE); break;
|
||||||
case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;
|
case 1: DrawText("CUBE", GetScreenWidth() - 120, 10, 20, DARKBLUE); break;
|
||||||
case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break;
|
case 2: DrawText("SPHERE", GetScreenWidth() - 120, 10, 20, DARKBLUE); break;
|
||||||
case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break;
|
case 3: DrawText("HEMISPHERE", GetScreenWidth() - 160, 10, 20, DARKBLUE); break;
|
||||||
case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break;
|
case 4: DrawText("CYLINDER", GetScreenWidth() - 120, 10, 20, DARKBLUE); break;
|
||||||
case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
|
case 5: DrawText("TORUS", GetScreenWidth() - 120, 10, 20, DARKBLUE); break;
|
||||||
case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
|
case 6: DrawText("KNOT", GetScreenWidth() - 120, 10, 20, DARKBLUE); break;
|
||||||
case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
|
case 7: DrawText("POLY", GetScreenWidth() - 120, 10, 20, DARKBLUE); break;
|
||||||
case 8: DrawText("Custom (triangle)", 580, 10, 20, DARKBLUE); break;
|
case 8: DrawText("Custom (triangle)", GetScreenWidth() - 220, 10, 20, DARKBLUE); break;
|
||||||
default: break;
|
default: break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -226,9 +226,9 @@ int main(void)
|
||||||
DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
|
DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
|
DrawText("Right click mouse to toggle camera controls", 10, GetScreenHeight() - 20, 10, GRAY);
|
||||||
|
|
||||||
DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
DrawText("(c) Turret 3D model by Alberto Cano", GetScreenWidth() - 200, GetScreenHeight() - 20, 10, GRAY);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -125,7 +125,7 @@ int main()
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
// Draw UI text
|
// Draw UI text
|
||||||
DrawText(TextFormat("Point Count: %d", numPoints), 20, screenHeight - 50, 40, WHITE);
|
DrawText(TextFormat("Point Count: %d", numPoints), 20, GetScreenHeight() - 50, 40, WHITE);
|
||||||
DrawText("Up - increase points", 20, 70, 20, WHITE);
|
DrawText("Up - increase points", 20, 70, 20, WHITE);
|
||||||
DrawText("Down - decrease points", 20, 100, 20, WHITE);
|
DrawText("Down - decrease points", 20, 100, 20, WHITE);
|
||||||
DrawText("Space - drawing function", 20, 130, 20, WHITE);
|
DrawText("Space - drawing function", 20, 130, 20, WHITE);
|
||||||
|
|
|
||||||
|
|
@ -112,7 +112,7 @@ int main(void)
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("EARTH ORBITING AROUND THE SUN!", 400, 10, 20, MAROON);
|
DrawText("EARTH ORBITING AROUND THE SUN!", GetScreenWidth() - 400, 10, 20, MAROON);
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
|
|
|
||||||
|
|
@ -101,13 +101,13 @@ int main(void)
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
// Draw controls info
|
// Draw controls info
|
||||||
DrawRectangle(30, 370, 260, 70, Fade(GREEN, 0.5f));
|
DrawRectangle(30, GetScreenHeight() - 80, 260, 70, Fade(GREEN, 0.5f));
|
||||||
DrawRectangleLines(30, 370, 260, 70, Fade(DARKGREEN, 0.5f));
|
DrawRectangleLines(30, GetScreenHeight() - 80, 260, 70, Fade(DARKGREEN, 0.5f));
|
||||||
DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 380, 10, DARKGRAY);
|
DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, GetScreenHeight() - 70, 10, DARKGRAY);
|
||||||
DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 400, 10, DARKGRAY);
|
DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, GetScreenHeight() - 50, 10, DARKGRAY);
|
||||||
DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 420, 10, DARKGRAY);
|
DrawText("Yaw controlled with: KEY_A / KEY_S", 40, GetScreenHeight() - 30, 10, DARKGRAY);
|
||||||
|
|
||||||
DrawText("(c) WWI Plane Model created by GiaHanLam", screenWidth - 240, screenHeight - 20, 10, DARKGRAY);
|
DrawText("(c) WWI Plane Model created by GiaHanLam", GetScreenWidth() - 240, GetScreenHeight() - 20, 10, DARKGRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -12,19 +12,15 @@ uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add your custom variables here
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
// NOTE: Render size values should be passed from code
|
|
||||||
const float renderWidth = 800.0;
|
|
||||||
const float renderHeight = 450.0;
|
|
||||||
|
|
||||||
float radius = 250.0;
|
float radius = 250.0;
|
||||||
float angle = 0.8;
|
float angle = 0.8;
|
||||||
|
|
||||||
|
uniform vec2 size = { 800.0, 450.0 };
|
||||||
uniform vec2 center;
|
uniform vec2 center;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 texSize = vec2(renderWidth, renderHeight);
|
vec2 tc = fragTexCoord*size;
|
||||||
vec2 tc = fragTexCoord*texSize;
|
|
||||||
tc -= center;
|
tc -= center;
|
||||||
|
|
||||||
float dist = length(tc);
|
float dist = length(tc);
|
||||||
|
|
@ -40,7 +36,7 @@ void main()
|
||||||
}
|
}
|
||||||
|
|
||||||
tc += center;
|
tc += center;
|
||||||
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
|
vec4 color = texture2D(texture0, tc/size)*colDiffuse*fragColor;;
|
||||||
|
|
||||||
gl_FragColor = vec4(color.rgb, 1.0);
|
gl_FragColor = vec4(color.rgb, 1.0);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -10,19 +10,15 @@ uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add your custom variables here
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
// NOTE: Render size values should be passed from code
|
|
||||||
const float renderWidth = 800;
|
|
||||||
const float renderHeight = 450;
|
|
||||||
|
|
||||||
float radius = 250.0;
|
float radius = 250.0;
|
||||||
float angle = 0.8;
|
float angle = 0.8;
|
||||||
|
|
||||||
|
uniform vec2 size = vec2(800.0, 450.0);
|
||||||
uniform vec2 center;
|
uniform vec2 center;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 texSize = vec2(renderWidth, renderHeight);
|
vec2 tc = fragTexCoord*size;
|
||||||
vec2 tc = fragTexCoord*texSize;
|
|
||||||
tc -= center;
|
tc -= center;
|
||||||
|
|
||||||
float dist = length(tc);
|
float dist = length(tc);
|
||||||
|
|
@ -38,7 +34,7 @@ void main()
|
||||||
}
|
}
|
||||||
|
|
||||||
tc += center;
|
tc += center;
|
||||||
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
|
vec4 color = texture2D(texture0, tc/size)*colDiffuse*fragColor;;
|
||||||
|
|
||||||
gl_FragColor = vec4(color.rgb, 1.0);;
|
gl_FragColor = vec4(color.rgb, 1.0);;
|
||||||
}
|
}
|
||||||
|
|
@ -13,19 +13,15 @@ out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add your custom variables here
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
// NOTE: Render size values should be passed from code
|
|
||||||
const float renderWidth = 800;
|
|
||||||
const float renderHeight = 450;
|
|
||||||
|
|
||||||
float radius = 250.0;
|
float radius = 250.0;
|
||||||
float angle = 0.8;
|
float angle = 0.8;
|
||||||
|
|
||||||
|
uniform vec2 size = vec2(800.0, 450.0);
|
||||||
uniform vec2 center = vec2(200.0, 200.0);
|
uniform vec2 center = vec2(200.0, 200.0);
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 texSize = vec2(renderWidth, renderHeight);
|
vec2 tc = fragTexCoord*size;
|
||||||
vec2 tc = fragTexCoord*texSize;
|
|
||||||
tc -= center;
|
tc -= center;
|
||||||
|
|
||||||
float dist = length(tc);
|
float dist = length(tc);
|
||||||
|
|
@ -41,7 +37,7 @@ void main()
|
||||||
}
|
}
|
||||||
|
|
||||||
tc += center;
|
tc += center;
|
||||||
vec4 color = texture(texture0, tc/texSize)*colDiffuse*fragColor;;
|
vec4 color = texture(texture0, tc/size)*colDiffuse*fragColor;;
|
||||||
|
|
||||||
finalColor = vec4(color.rgb, 1.0);;
|
finalColor = vec4(color.rgb, 1.0);;
|
||||||
}
|
}
|
||||||
|
|
@ -253,7 +253,7 @@ int main()
|
||||||
|
|
||||||
DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
|
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);
|
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", GetScreenWidth() - 320, GetScreenHeight() - 20, 10, LIGHTGRAY);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -35,8 +35,10 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Initialization
|
// Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
const int screenWidth = 800;
|
int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
int screenHeight = 450;
|
||||||
|
float swirlSize[2] = { (float)screenWidth, (float)screenHeight };
|
||||||
|
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
|
||||||
|
|
||||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||||
|
|
||||||
|
|
@ -62,12 +64,11 @@ int main(void)
|
||||||
|
|
||||||
// Get variable (uniform) location on the shader to connect with the program
|
// Get variable (uniform) location on the shader to connect with the program
|
||||||
// NOTE: If uniform variable could not be found in the shader, function returns -1
|
// NOTE: If uniform variable could not be found in the shader, function returns -1
|
||||||
|
int swirlSizeLoc = GetShaderLocation(shader, "size");
|
||||||
int swirlCenterLoc = GetShaderLocation(shader, "center");
|
int swirlCenterLoc = GetShaderLocation(shader, "center");
|
||||||
|
|
||||||
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
|
|
||||||
|
|
||||||
// Create a RenderTexture2D to be used for render to texture
|
// Create a RenderTexture2D to be used for render to texture
|
||||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
RenderTexture2D target;
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
@ -75,15 +76,24 @@ int main(void)
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
|
screenWidth = GetScreenWidth();
|
||||||
|
screenHeight = GetScreenHeight();
|
||||||
|
// Create a RenderTexture2D to be used for render to texture
|
||||||
|
UnloadRenderTexture(target);
|
||||||
|
target = LoadRenderTexture(screenWidth, screenHeight);
|
||||||
|
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
Vector2 mousePosition = GetMousePosition();
|
Vector2 mousePosition = GetMousePosition();
|
||||||
|
|
||||||
|
swirlSize[0] = screenWidth;
|
||||||
|
swirlSize[1] = screenHeight;
|
||||||
|
SetShaderValue(shader, swirlSizeLoc, swirlSize, SHADER_UNIFORM_VEC2);
|
||||||
|
|
||||||
swirlCenter[0] = mousePosition.x;
|
swirlCenter[0] = mousePosition.x;
|
||||||
swirlCenter[1] = screenHeight - mousePosition.y;
|
swirlCenter[1] = screenHeight - mousePosition.y;
|
||||||
|
|
||||||
// Send new value to the shader to be used on drawing
|
// Send new value to the shader to be used on drawing
|
||||||
SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
|
SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
@ -98,7 +108,7 @@ int main(void)
|
||||||
DrawGrid(10, 1.0f); // Draw a grid
|
DrawGrid(10, 1.0f); // Draw a grid
|
||||||
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
|
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
|
||||||
|
|
||||||
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
|
DrawText("TEXT DRAWN IN RENDER TEXTURE", screenWidth - 600, 10, 30, RED);
|
||||||
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
|
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
|
||||||
|
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
@ -107,7 +117,7 @@ int main(void)
|
||||||
// Enable shader using the custom uniform
|
// Enable shader using the custom uniform
|
||||||
BeginShaderMode(shader);
|
BeginShaderMode(shader);
|
||||||
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||||
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
|
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2){ 0, 0 }, WHITE);
|
||||||
EndShaderMode();
|
EndShaderMode();
|
||||||
|
|
||||||
// Draw some 2d text over drawn texture
|
// Draw some 2d text over drawn texture
|
||||||
|
|
|
||||||
|
|
@ -51,9 +51,6 @@ int main(void)
|
||||||
int mouseLoc = GetShaderLocation(shader, "mouse");
|
int mouseLoc = GetShaderLocation(shader, "mouse");
|
||||||
int timeLoc = GetShaderLocation(shader, "time");
|
int timeLoc = GetShaderLocation(shader, "time");
|
||||||
|
|
||||||
float resolution[2] = { (float)screenWidth, (float)screenHeight };
|
|
||||||
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
|
|
||||||
|
|
||||||
float totalTime = 0.0f;
|
float totalTime = 0.0f;
|
||||||
bool shaderAutoReloading = false;
|
bool shaderAutoReloading = false;
|
||||||
|
|
||||||
|
|
@ -65,6 +62,9 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
float resolution[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
|
||||||
|
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
|
||||||
|
|
||||||
totalTime += GetFrameTime();
|
totalTime += GetFrameTime();
|
||||||
Vector2 mouse = GetMousePosition();
|
Vector2 mouse = GetMousePosition();
|
||||||
float mousePos[2] = { mouse.x, mouse.y };
|
float mousePos[2] = { mouse.x, mouse.y };
|
||||||
|
|
@ -113,14 +113,14 @@ int main(void)
|
||||||
|
|
||||||
// We only draw a white full-screen rectangle, frame is generated in shader
|
// We only draw a white full-screen rectangle, frame is generated in shader
|
||||||
BeginShaderMode(shader);
|
BeginShaderMode(shader);
|
||||||
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
|
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
|
||||||
EndShaderMode();
|
EndShaderMode();
|
||||||
|
|
||||||
DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
|
DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
|
||||||
shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK);
|
shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK);
|
||||||
if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK);
|
if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK);
|
||||||
|
|
||||||
DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, 430, 10, BLACK);
|
DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, GetScreenHeight() - 20, 10, BLACK);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -69,12 +69,6 @@ int main(void)
|
||||||
marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
|
marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
|
||||||
marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
|
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
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = {
|
Camera camera = {
|
||||||
|
|
@ -87,6 +81,7 @@ int main(void)
|
||||||
|
|
||||||
// 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));
|
float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
|
||||||
|
RenderTexture2D target;
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
@ -96,6 +91,14 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
// Use Customized function to create writable depth texture buffer
|
||||||
|
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
|
||||||
|
UnloadRenderTexture(target);
|
||||||
|
target = LoadRenderTextureDepthTex(GetScreenWidth(), GetScreenHeight());
|
||||||
|
Vector2 screenCenter = {.x = GetScreenWidth()/2.0f, .y = GetScreenHeight()/2.0f};
|
||||||
|
SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
|
||||||
|
|
||||||
|
|
||||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
// Update Camera Postion in the ray march shader.
|
// Update Camera Postion in the ray march shader.
|
||||||
|
|
@ -115,7 +118,7 @@ int main(void)
|
||||||
// Raymarch Scene
|
// Raymarch Scene
|
||||||
rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
|
rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
|
||||||
BeginShaderMode(shdrRaymarch);
|
BeginShaderMode(shdrRaymarch);
|
||||||
DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
|
DrawRectangleRec((Rectangle){0,0, (float)GetScreenWidth(), (float)GetScreenHeight()},WHITE);
|
||||||
EndShaderMode();
|
EndShaderMode();
|
||||||
|
|
||||||
// Rasterize Scene
|
// Rasterize Scene
|
||||||
|
|
@ -134,7 +137,7 @@ int main(void)
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
|
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)GetScreenWidth(), (float)-GetScreenHeight() }, (Vector2) { 0, 0 }, WHITE);
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -88,7 +88,7 @@ int main(void)
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY);
|
DrawText("(c) Watermill 3D model by Alberto Cano", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, GRAY);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -133,6 +133,8 @@ int main(void)
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
UnloadRenderTexture(target);
|
||||||
|
target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
||||||
BeginTextureMode(target); // Enable drawing to texture
|
BeginTextureMode(target); // Enable drawing to texture
|
||||||
ClearBackground(RAYWHITE); // Clear texture background
|
ClearBackground(RAYWHITE); // Clear texture background
|
||||||
|
|
||||||
|
|
@ -148,17 +150,17 @@ int main(void)
|
||||||
// Render generated texture using selected postprocessing shader
|
// Render generated texture using selected postprocessing shader
|
||||||
BeginShaderMode(shaders[currentShader]);
|
BeginShaderMode(shaders[currentShader]);
|
||||||
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||||
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
|
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), (float)-GetScreenHeight() }, (Vector2){0, 0}, WHITE);
|
||||||
EndShaderMode();
|
EndShaderMode();
|
||||||
|
|
||||||
// Draw 2d shapes and text over drawn texture
|
// Draw 2d shapes and text over drawn texture
|
||||||
DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
|
DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
|
||||||
|
|
||||||
DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
DrawText("(c) Church 3D model by Alberto Cano", GetScreenWidth() - 200, GetScreenHeight() - 20, 10, GRAY);
|
||||||
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
|
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
|
||||||
DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
|
DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
|
||||||
DrawText("< >", 540, 10, 30, DARKBLUE);
|
DrawText("< >", 540, 10, 30, DARKBLUE);
|
||||||
DrawFPS(700, 15);
|
DrawFPS(GetScreenWidth() - 100, 15);
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue