example resize fixes
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e4993c5557
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32 changed files with 323 additions and 234 deletions
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@ -35,8 +35,10 @@ 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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int screenWidth = 800;
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int screenHeight = 450;
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float swirlSize[2] = { (float)screenWidth, (float)screenHeight };
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float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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@ -62,12 +64,11 @@ int main(void)
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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int swirlSizeLoc = GetShaderLocation(shader, "size");
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int swirlCenterLoc = GetShaderLocation(shader, "center");
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float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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RenderTexture2D target;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -75,15 +76,24 @@ int main(void)
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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// Create a RenderTexture2D to be used for render to texture
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UnloadRenderTexture(target);
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target = LoadRenderTexture(screenWidth, screenHeight);
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_ORBITAL);
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Vector2 mousePosition = GetMousePosition();
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swirlSize[0] = screenWidth;
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swirlSize[1] = screenHeight;
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SetShaderValue(shader, swirlSizeLoc, swirlSize, SHADER_UNIFORM_VEC2);
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swirlCenter[0] = mousePosition.x;
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swirlCenter[1] = screenHeight - mousePosition.y;
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// Send new value to the shader to be used on drawing
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SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
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//----------------------------------------------------------------------------------
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@ -98,7 +108,7 @@ int main(void)
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
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DrawText("TEXT DRAWN IN RENDER TEXTURE", screenWidth - 600, 10, 30, RED);
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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BeginDrawing();
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@ -107,7 +117,7 @@ int main(void)
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// Enable shader using the custom uniform
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BeginShaderMode(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, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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// Draw some 2d text over drawn texture
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@ -128,4 +138,4 @@ int main(void)
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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