adapt convention

This commit is contained in:
27justin 2023-10-31 20:00:46 +01:00
parent 4c1f38a89e
commit 006fd85728
7 changed files with 47 additions and 43 deletions

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@ -563,7 +563,7 @@ SHADERS = \
shaders/shaders_multi_sample2d \
shaders/shaders_write_depth \
shaders/shaders_hybrid_render \
shaders/shaders_deferred_shading
shaders/shaders_deferred_render
AUDIO = \
audio/audio_module_playing \

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@ -469,7 +469,7 @@ SHADERS = \
shaders/shaders_multi_sample2d \
shaders/shaders_write_depth \
shaders/shaders_hybrid_render \
shaders/shaders_deferred_shading
shaders/shaders_deferred_render
AUDIO = \
audio/audio_module_playing \

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@ -176,7 +176,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| 114 | [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐️⭐️⭐️⭐️ | 3.7 | **4.2** | [seanpringle](https://github.com/seanpringle) |
| 115 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) |
| 116 | [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
| 117 | [shaders_deferred_shading](shaders/shaders_deferred_shading.c) | <img src="shaders/shaders_deferred_shading.png" alt="shaders_deferred_shading" width="80"> | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
| 117 | [shaders_deferred_render](shaders/shaders_deferred_render.c) | <img src="shaders/shaders_deferred_render.png" alt="shaders_deferred_render" width="80"> | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
### category: audio

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@ -32,7 +32,8 @@ void main() {
vec3 ambient = albedo * vec3(0.1f);
vec3 viewDirection = normalize(viewPosition - fragPosition);
for(int i = 0; i < NR_LIGHTS; ++i) {
for(int i = 0; i < NR_LIGHTS; ++i)
{
if(lights[i].enabled == 0) continue;
vec3 lightDirection = lights[i].position - fragPosition;
vec3 diffuse = max(dot(normal, lightDirection), 0.0) * albedo * lights[i].color.xyz;

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@ -48,8 +48,7 @@ int main(void) {
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred shading");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred render");
Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position
@ -70,12 +69,12 @@ int main(void) {
"resources/shaders/glsl330/deferred_shading.fs");
deferredShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(deferredShader, "viewPosition");
// Initialize the G-buffer
GBuffer gBuffer = { 0 };
gBuffer.framebuffer = rlLoadFramebuffer(screenWidth, screenHeight);
if(!gBuffer.framebuffer) {
if(!gBuffer.framebuffer)
{
TraceLog(LOG_WARNING, "Failed to create framebuffer");
exit(1);
}
@ -93,13 +92,11 @@ int main(void) {
// Activate the draw buffers for our framebuffer
rlActiveDrawBuffers(3);
// Now we attach our textures to the framebuffer.
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.positionTexture, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.normalTexture, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.albedoSpecTexture, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0);
// Finally we attach the depth buffer.
gBuffer.depthRenderbuffer = rlLoadTextureDepth(screenWidth, screenHeight, true);
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.depthRenderbuffer, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
@ -107,7 +104,8 @@ int main(void) {
// Make sure our framebuffer is complete.
// NOTE: rlFramebufferComplete() automatically unbinds the framebuffer, so we don't have
// to rlDisableFramebuffer() here.
if(rlFramebufferComplete(gBuffer.framebuffer) != true) {
if(rlFramebufferComplete(gBuffer.framebuffer) != true)
{
TraceLog(LOG_WARNING, "Framebuffer is not complete");
exit(1);
}
@ -139,7 +137,8 @@ int main(void) {
const float CUBE_SCALE = 0.25;
Vector3 cubePositions[MAX_CUBES];
float cubeRotations[MAX_CUBES];
for(int i = 0; i < MAX_CUBES; i++) {
for(int i = 0; i < MAX_CUBES; i++)
{
cubePositions[i] = (Vector3) {
.x = (float)(rand() % 10) - 5,
.y = (float)(rand() % 5),
@ -161,7 +160,8 @@ int main(void) {
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) {
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL);
@ -205,7 +205,8 @@ int main(void) {
DrawModel(model, Vector3Zero(), 1.0f, WHITE);
DrawModel(cube, (Vector3) { 0.0, 1.0f, 0.0 }, 1.0f, WHITE);
for(int i = 0; i < MAX_CUBES; i++) {
for(int i = 0; i < MAX_CUBES; i++)
{
Vector3 position = cubePositions[i];
DrawModelEx(cube, position, (Vector3) { 1, 1, 1 }, cubeRotations[i], (Vector3) { CUBE_SCALE, CUBE_SCALE, CUBE_SCALE }, WHITE);
@ -219,7 +220,8 @@ int main(void) {
rlDisableFramebuffer();
rlClearScreenBuffers(); // Clear color & depth buffer
switch(activeTexture) {
switch(activeTexture)
{
case DEFERRED_SHADING:
BeginMode3D(camera);
rlDisableColorBlend();
@ -252,7 +254,8 @@ int main(void) {
// forward rendering
BeginMode3D(camera);
rlEnableShader(rlGetShaderIdDefault());
for(int i = 0; i < MAX_LIGHTS; i++) {
for(int i = 0; i < MAX_LIGHTS; i++)
{
if(lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
}

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