REVIEWED: Some PRs formating

This commit is contained in:
Ray 2025-04-13 20:55:38 +02:00
parent cb111ad15e
commit cc5739a6d7
11 changed files with 111 additions and 79 deletions

View file

@ -34,11 +34,11 @@ int main(void)
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 600;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shader] example - render depth texture");
// Load camera
// Init camera
Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 1.0f, 5.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
@ -56,7 +56,7 @@ int main(void)
SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
// Load models
Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
Model floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1));
DisableCursor(); // Limit cursor to relative movement inside the window
@ -75,25 +75,19 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
BeginTextureMode(target);
ClearBackground(WHITE);
BeginMode3D(camera);
DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);
EndMode3D();
EndTextureMode();
BeginDrawing();
BeginShaderMode(depthShader);
SetShaderValueTexture(depthShader, depthLoc, target.depth);
DrawTexture(target.depth, 0, 0, WHITE);
EndShaderMode();
DrawRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f));