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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@ -69,12 +69,6 @@ int main(void)
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marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
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marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
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// Transfer screenCenter position to shader. Which is used to calculate ray direction.
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Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
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SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
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// Use Customized function to create writable depth texture buffer
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RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Define the camera to look into our 3d world
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Camera camera = {
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@ -87,6 +81,7 @@ int main(void)
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// Camera FOV is pre-calculated in the camera Distance.
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float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
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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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@ -96,6 +91,14 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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// Use Customized function to create writable depth texture buffer
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// Transfer screenCenter position to shader. Which is used to calculate ray direction.
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UnloadRenderTexture(target);
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target = LoadRenderTextureDepthTex(GetScreenWidth(), GetScreenHeight());
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Vector2 screenCenter = {.x = GetScreenWidth()/2.0f, .y = GetScreenHeight()/2.0f};
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SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
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UpdateCamera(&camera, CAMERA_ORBITAL);
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// Update Camera Postion in the ray march shader.
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@ -115,7 +118,7 @@ int main(void)
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// Raymarch Scene
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rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
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BeginShaderMode(shdrRaymarch);
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DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
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DrawRectangleRec((Rectangle){0,0, (float)GetScreenWidth(), (float)GetScreenHeight()},WHITE);
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EndShaderMode();
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// Rasterize Scene
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@ -134,7 +137,7 @@ int main(void)
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)GetScreenWidth(), (float)-GetScreenHeight() }, (Vector2) { 0, 0 }, WHITE);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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