Merge branch 'master' into master
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commit
db4efbce74
11 changed files with 113 additions and 81 deletions
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@ -15,40 +15,12 @@
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*
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********************************************************************************************/
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#include <raylib.h>
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#include <raymath.h>
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#include "raylib.h"
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#include "raymath.h"
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//------------------------------------------------------------------------------------
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// Sound positioning function
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//------------------------------------------------------------------------------------
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static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist)
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{
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// Calculate direction vector and distance between listener and sound source
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Vector3 direction = Vector3Subtract(position, listener.position);
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float distance = Vector3Length(direction);
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// Apply logarithmic distance attenuation and clamp between 0-1
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float attenuation = 1.0f / (1.0f + (distance / maxDist));
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attenuation = Clamp(attenuation, 0.0f, 1.0f);
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// Calculate normalized vectors for spatial positioning
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Vector3 normalizedDirection = Vector3Normalize(direction);
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Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
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Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, listener.up));
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// Reduce volume for sounds behind the listener
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float dotProduct = Vector3DotProduct(forward, normalizedDirection);
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if (dotProduct < 0.0f) {
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attenuation *= (1.0f + dotProduct * 0.5f);
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}
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// Set stereo panning based on sound position relative to listener
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float pan = 0.5f + 0.5f * Vector3DotProduct(normalizedDirection, right);
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// Apply final sound properties
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SetSoundVolume(sound, attenuation);
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SetSoundPan(sound, pan);
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}
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static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist);
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -57,12 +29,13 @@ int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(800, 600, "Quick Spatial Sound");
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - Playing spatialized 3D sound");
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InitAudioDevice();
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SetTargetFPS(60);
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DisableCursor();
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Sound sound = LoadSound("resources/coin.wav");
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Camera camera = {
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@ -70,7 +43,12 @@ int main(void)
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.target = (Vector3) { 0, 0, 0 },
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.up = (Vector3) { 0, 1, 0 },
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.fovy = 60,
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.projection = CAMERA_PERSPECTIVE
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};
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DisableCursor();
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -83,9 +61,9 @@ int main(void)
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float th = GetTime();
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Vector3 spherePos = {
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.x = 5.0f * cosf(th),
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.x = 5.0f*cosf(th),
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.y = 0.0f,
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.z = 5.0f * sinf(th)
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.z = 5.0f*sinf(th)
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};
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SetSoundPosition(camera, sound, spherePos, 20.0f);
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@ -95,14 +73,14 @@ int main(void)
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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{
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ClearBackground(BLACK);
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawGrid(10, 2);
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DrawSphere(spherePos, 0.5f, RED);
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EndMode3D();
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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@ -110,6 +88,36 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadSound(sound);
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CloseAudioDevice();
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CloseWindow();
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CloseAudioDevice(); // Close audio device
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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}
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// Sound positioning function
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static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist)
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{
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// Calculate direction vector and distance between listener and sound source
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Vector3 direction = Vector3Subtract(position, listener.position);
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float distance = Vector3Length(direction);
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// Apply logarithmic distance attenuation and clamp between 0-1
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float attenuation = 1.0f/(1.0f + (distance/maxDist));
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attenuation = Clamp(attenuation, 0.0f, 1.0f);
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// Calculate normalized vectors for spatial positioning
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Vector3 normalizedDirection = Vector3Normalize(direction);
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Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
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Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, listener.up));
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// Reduce volume for sounds behind the listener
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float dotProduct = Vector3DotProduct(forward, normalizedDirection);
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if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct*0.5f);
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// Set stereo panning based on sound position relative to listener
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float pan = 0.5f + 0.5f*Vector3DotProduct(normalizedDirection, right);
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// Apply final sound properties
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SetSoundVolume(sound, attenuation);
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SetSoundPan(sound, pan);
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}
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Binary file not shown.
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 26 KiB |
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@ -10,12 +10,6 @@ uniform bool flipY;
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float nearPlane = 0.1;
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float farPlane = 100.0;
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// Function to linearize depth from non-linear depth buffer
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float linearizeDepth(float depth)
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{
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return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
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}
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void main()
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{
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// Handle potential Y-flipping
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@ -27,7 +21,7 @@ void main()
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float depth = texture2D(depthTexture, texCoord).r;
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// Linearize depth
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float linearDepth = linearizeDepth(depth);
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float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
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// Output final color
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gl_FragColor = vec4(vec3(linearDepth), 1.0);
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@ -13,24 +13,17 @@ const float farPlane = 100.0;
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// Output fragment color
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out vec4 finalColor;
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// Linearizes the depth buffer value
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float linearizeDepth(float depth)
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{
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return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
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}
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void main()
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{
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// Handle potential Y-flipping
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vec2 texCoord = fragTexCoord;
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if (flipY)
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texCoord.y = 1.0 - texCoord.y;
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if (flipY) texCoord.y = 1.0 - texCoord.y;
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// Sample depth
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float depth = texture(depthTexture, texCoord).r;
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// Linearize depth value
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float linearDepth = linearizeDepth(depth);
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float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
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// Output final color
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finalColor = vec4(vec3(linearDepth), 1.0);
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@ -34,11 +34,11 @@ int main(void)
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 600;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shader] example - render depth texture");
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// Load camera
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// Init camera
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Camera camera = { 0 };
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camera.position = (Vector3){ 4.0f, 1.0f, 5.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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@ -56,7 +56,7 @@ int main(void)
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SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
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// Load models
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Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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Model floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1));
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DisableCursor(); // Limit cursor to relative movement inside the window
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@ -75,25 +75,19 @@ int main(void)
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(target);
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ClearBackground(WHITE);
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BeginMode3D(camera);
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DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
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DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);
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EndMode3D();
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EndTextureMode();
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BeginDrawing();
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BeginShaderMode(depthShader);
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SetShaderValueTexture(depthShader, depthLoc, target.depth);
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DrawTexture(target.depth, 0, 0, WHITE);
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EndShaderMode();
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DrawRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f));
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// Draw
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//----------------------------------------------------------------------------------
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UnloadRenderTexture(target);
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target = LoadRenderTextureDepthTex(GetScreenWidth(), GetScreenHeight());
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target = LoadRenderTextureDepthTex(GetScreenWidth(), GetScreenHeight());
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// Draw into our custom render texture (framebuffer)
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BeginTextureMode(target);
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ClearBackground(WHITE);
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// Draw into screen our custom render texture
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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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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