Example resize fixes using IsWindowResized()

This commit is contained in:
Jon Daniel 2025-08-02 00:07:46 +02:00
commit b16313a2d3
30 changed files with 325 additions and 177 deletions

View file

@ -30,8 +30,8 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
@ -72,6 +72,11 @@ int main(void)
UpdateModelAnimation(model, anims[0], animFrameCounter);
if (animFrameCounter >= anims[0].frameCount) animFrameCounter = 0;
}
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
//----------------------------------------------------------------------------------
// Draw

View file

@ -22,8 +22,8 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
@ -50,7 +50,11 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
// Move player
if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 0.2f;
else if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 0.2f;
@ -111,7 +115,7 @@ int main(void)
EndMode3D();
DrawText("Move player with arrow keys to collide", 220, 40, 20, GRAY);
DrawText("Move player with arrow keys to collide", screenWidth/2 - 220, 40, 20, GRAY);
DrawFPS(10, 10);
@ -125,4 +129,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -22,8 +22,8 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
@ -54,6 +54,11 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
UpdateCamera(&camera, CAMERA_ORBITAL);
//----------------------------------------------------------------------------------
@ -89,4 +94,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -35,8 +35,8 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading");
@ -69,6 +69,11 @@ int main(void)
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
@ -132,8 +137,8 @@ int main(void)
EndMode3D();
DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
DrawText("Drag & drop model to load mesh/texture.", 10, screenHeight - 20, 10, DARKGRAY);
if (selected) DrawText("MODEL SELECTED", screenWidth - 110, 10, 10, GREEN);
DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
@ -152,4 +157,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -37,8 +37,8 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
const char* voxFileNames[] = {
"resources/models/vox/chr_knight.vox",
@ -126,6 +126,11 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))
{
const Vector2 mouseDelta = GetMouseDelta();
@ -182,11 +187,11 @@ int main(void)
EndMode3D();
// Display info
DrawRectangle(10, 400, 340, 60, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(10, 400, 340, 60, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE);
DrawText("MOUSE MIDDLE BUTTON to ZOOM OR ROTATE CAMERA", 40, 420, 10, BLUE);
DrawText("UP-DOWN-LEFT-RIGHT KEYS to MOVE CAMERA", 40, 430, 10, BLUE);
DrawRectangle(10, screenHeight - 50, 340, 60, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(10, screenHeight - 50, 340, 60, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, screenHeight - 50 + 10, 10, BLUE);
DrawText("MOUSE MIDDLE BUTTON to ZOOM OR ROTATE CAMERA", 40, screenHeight - 50 + 20, 10, BLUE);
DrawText("UP-DOWN-LEFT-RIGHT KEYS to MOVE CAMERA", 40, screenHeight - 50 + 30, 10, BLUE);
DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
EndDrawing();

View file

@ -26,8 +26,8 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
@ -78,6 +78,11 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if(IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
UpdateCamera(&camera, CAMERA_ORBITAL);
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
@ -110,21 +115,21 @@ int main(void)
EndMode3D();
DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
DrawRectangle(30, screenHeight - 50, 310, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, screenHeight - 50, 310, 30, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, screenHeight - 50 + 10, 10, BLUE);
switch (currentModel)
{
case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;
case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break;
case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break;
case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break;
case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
case 8: DrawText("Custom (triangle)", 580, 10, 20, DARKBLUE); break;
case 0: DrawText("PLANE", screenWidth - 120, 10, 20, DARKBLUE); break;
case 1: DrawText("CUBE", screenWidth - 120, 10, 20, DARKBLUE); break;
case 2: DrawText("SPHERE", screenWidth - 120, 10, 20, DARKBLUE); break;
case 3: DrawText("HEMISPHERE", screenWidth - 160, 10, 20, DARKBLUE); break;
case 4: DrawText("CYLINDER", screenWidth - 120, 10, 20, DARKBLUE); break;
case 5: DrawText("TORUS", screenWidth - 120, 10, 20, DARKBLUE); break;
case 6: DrawText("KNOT", screenWidth - 120, 10, 20, DARKBLUE); break;
case 7: DrawText("POLY", screenWidth - 120, 10, 20, DARKBLUE); break;
case 8: DrawText("Custom (triangle)", screenWidth - 220, 10, 20, DARKBLUE); break;
default: break;
}

View file

@ -27,8 +27,8 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
@ -73,6 +73,11 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera
// Toggle camera controls
@ -226,7 +231,7 @@ int main(void)
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, screenHeight - 20, 10, GRAY);
DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
@ -245,4 +250,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -33,8 +33,8 @@ int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering");
@ -62,6 +62,11 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
UpdateCamera(&camera, CAMERA_ORBITAL);
if (IsKeyPressed(KEY_SPACE)) useDrawModelPoints = !useDrawModelPoints;

View file

@ -32,8 +32,8 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
const float sunRadius = 4.0f;
const float earthRadius = 0.6f;
@ -66,6 +66,11 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
UpdateCamera(&camera, CAMERA_ORBITAL);
earthRotation += (5.0f*rotationSpeed);
@ -112,7 +117,7 @@ int main(void)
EndMode3D();
DrawText("EARTH ORBITING AROUND THE SUN!", 400, 10, 20, MAROON);
DrawText("EARTH ORBITING AROUND THE SUN!", screenWidth - 400, 10, 20, MAROON);
DrawFPS(10, 10);
EndDrawing();

View file

@ -26,8 +26,8 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
//SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
@ -55,6 +55,11 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if(IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
// Plane pitch (x-axis) controls
if (IsKeyDown(KEY_DOWN)) pitch += 0.6f;
else if (IsKeyDown(KEY_UP)) pitch -= 0.6f;
@ -101,11 +106,11 @@ int main(void)
EndMode3D();
// Draw controls info
DrawRectangle(30, 370, 260, 70, Fade(GREEN, 0.5f));
DrawRectangleLines(30, 370, 260, 70, Fade(DARKGREEN, 0.5f));
DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 380, 10, DARKGRAY);
DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 400, 10, DARKGRAY);
DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 420, 10, DARKGRAY);
DrawRectangle(30, screenHeight - 80, 260, 70, Fade(GREEN, 0.5f));
DrawRectangleLines(30, screenHeight - 80, 260, 70, Fade(DARKGREEN, 0.5f));
DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, screenHeight - 70, 10, DARKGRAY);
DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, screenHeight - 50, 10, DARKGRAY);
DrawText("Yaw controlled with: KEY_A / KEY_S", 40, screenHeight - 30, 10, DARKGRAY);
DrawText("(c) WWI Plane Model created by GiaHanLam", screenWidth - 240, screenHeight - 20, 10, DARKGRAY);

View file

@ -12,19 +12,15 @@ uniform vec4 colDiffuse;
// 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 angle = 0.8;
uniform vec2 size = { 800.0, 450.0 };
uniform vec2 center;
void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
vec2 tc = fragTexCoord*size;
tc -= center;
float dist = length(tc);
@ -40,7 +36,7 @@ void main()
}
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);
}

View file

@ -10,19 +10,15 @@ uniform vec4 colDiffuse;
// 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 angle = 0.8;
uniform vec2 size = vec2(800.0, 450.0);
uniform vec2 center;
void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
vec2 tc = fragTexCoord*size;
tc -= center;
float dist = length(tc);
@ -38,7 +34,7 @@ void main()
}
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);;
}
}

View file

@ -13,19 +13,15 @@ out vec4 finalColor;
// 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 angle = 0.8;
uniform vec2 size = vec2(800.0, 450.0);
uniform vec2 center = vec2(200.0, 200.0);
void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
vec2 tc = fragTexCoord*size;
tc -= center;
float dist = length(tc);
@ -41,7 +37,7 @@ void main()
}
tc += center;
vec4 color = texture(texture0, tc/texSize)*colDiffuse*fragColor;;
vec4 color = texture(texture0, tc/size)*colDiffuse*fragColor;;
finalColor = vec4(color.rgb, 1.0);;
}
}

View file

@ -82,8 +82,8 @@ int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr");
@ -202,6 +202,12 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
UpdateCamera(&camera, CAMERA_ORBITAL);
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })

View file

@ -35,8 +35,10 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
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)
@ -62,12 +64,11 @@ int main(void)
// 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
int swirlSizeLoc = GetShaderLocation(shader, "size");
int swirlCenterLoc = GetShaderLocation(shader, "center");
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
// 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
//--------------------------------------------------------------------------------------
@ -75,15 +76,27 @@ int main(void)
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
// Create a RenderTexture2D to be used for render to texture
UnloadRenderTexture(target);
target = LoadRenderTexture(screenWidth, screenHeight);
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL);
Vector2 mousePosition = GetMousePosition();
swirlSize[0] = screenWidth;
swirlSize[1] = screenHeight;
SetShaderValue(shader, swirlSizeLoc, swirlSize, SHADER_UNIFORM_VEC2);
swirlCenter[0] = mousePosition.x;
swirlCenter[1] = screenHeight - mousePosition.y;
// Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
//----------------------------------------------------------------------------------
@ -98,7 +111,7 @@ int main(void)
DrawGrid(10, 1.0f); // Draw a grid
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)
BeginDrawing();
@ -107,7 +120,7 @@ int main(void)
// Enable shader using the custom uniform
BeginShaderMode(shader);
// 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();
// Draw some 2d text over drawn texture
@ -128,4 +141,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -34,8 +34,8 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading");
@ -51,9 +51,6 @@ int main(void)
int mouseLoc = GetShaderLocation(shader, "mouse");
int timeLoc = GetShaderLocation(shader, "time");
float resolution[2] = { (float)screenWidth, (float)screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
float totalTime = 0.0f;
bool shaderAutoReloading = false;
@ -65,6 +62,14 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
float resolution[2] = { (float)screenWidth, (float)screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
totalTime += GetFrameTime();
Vector2 mouse = GetMousePosition();
float mousePos[2] = { mouse.x, mouse.y };
@ -120,7 +125,7 @@ int main(void)
shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : 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, screenHeight - 20, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------

View file

@ -49,8 +49,9 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
@ -69,12 +70,6 @@ int main(void)
marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
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 = {
@ -87,6 +82,7 @@ int main(void)
// 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
//--------------------------------------------------------------------------------------
@ -96,6 +92,18 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
// Use Customized function to create writable depth texture buffer
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
screenCenter.x = screenWidth/2.0f;
screenCenter.y = screenHeight/2.0f;
UnloadRenderTexture(target);
target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
}
SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
UpdateCamera(&camera, CAMERA_ORBITAL);
// Update Camera Postion in the ray march shader.
@ -133,7 +141,6 @@ int main(void)
// Draw into screen our custom render texture
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10);
EndDrawing();

View file

@ -35,8 +35,8 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
@ -71,6 +71,11 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
UpdateCamera(&camera, CAMERA_FREE);
//----------------------------------------------------------------------------------
@ -106,4 +111,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -69,8 +69,8 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
@ -133,6 +133,13 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
if(IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
UnloadRenderTexture(target);
target = LoadRenderTexture(screenWidth, screenHeight);
}
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(RAYWHITE); // Clear texture background
@ -148,7 +155,7 @@ int main(void)
// Render generated texture using selected postprocessing shader
BeginShaderMode(shaders[currentShader]);
// 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();
// Draw 2d shapes and text over drawn texture
@ -158,7 +165,7 @@ int main(void)
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
DrawText("< >", 540, 10, 30, DARKBLUE);
DrawFPS(700, 15);
DrawFPS(screenWidth - 100, 15);
EndDrawing();
//----------------------------------------------------------------------------------
}

View file

@ -68,8 +68,8 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
const Color rectangleColor = BLUE;
const Color shadowColor = DARKBLUE;
@ -100,6 +100,13 @@ int main(void)
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
@ -162,12 +169,10 @@ int main(void)
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
// Draw one more rectangle with all three colors
rec = (Rectangle){ 240, 80, 500, 300 };
DrawRectangleLines((int)rec.x - 30, (int)rec.y - 30, (int)rec.width + 60, (int)rec.height + 60, DARKGRAY);
DrawText("Rectangle with all three combined", (int)rec.x - 30, (int)rec.y - 45, 10, DARKGRAY);
rec = (Rectangle){ 240, 80, screenWidth - 300, screenHeight - 150 };
DrawRectangleLines(rec.x - 30, rec.y - 30, rec.width + 60, rec.height + 60, DARKGRAY);
DrawText("Rectangle with all three combined", rec.x - 30, rec.y - 45, 10, DARKGRAY);
rec.y = screenHeight - rec.y - rec.height;
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);

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