Updated example to new render to texture system
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1 changed files with 23 additions and 9 deletions
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@ -47,7 +47,11 @@ int main()
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float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
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SetPostproShader(shader); // Set fullscreen postprocessing shader
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// NOTE: Old postprocessing system is not flexible enough despite being very easy to use
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//SetPostproShader(shader); // Set fullscreen postprocessing shader
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// New postprocessing system let the user create multiple RenderTexture2D and perform multiple render passes
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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// Setup orbital camera
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SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
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@ -78,14 +82,23 @@ int main()
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginTextureMode(target); // Enable render to texture RenderTexture2D
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Begin3dMode(camera);
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Begin3dMode(camera);
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DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
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DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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End3dMode();
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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SetCustomShader(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, target.texture.height, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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SetDefaultShader();
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
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@ -97,11 +110,12 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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UnloadTexture(texture); // Unload texture
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UnloadModel(dwarf); // Unload model
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UnloadShader(shader); // Unload shader
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UnloadTexture(texture); // Unload texture
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UnloadModel(dwarf); // Unload model
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UnloadRenderTexture(target); // Unload render texture
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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