change rendertexture2d to rendertexture
This commit is contained in:
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97c02b2425
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8b3d166e39
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@ -41,7 +41,7 @@ int main(void)
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Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
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Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
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screenSpaceCamera.zoom = 1.0f;
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screenSpaceCamera.zoom = 1.0f;
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RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
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RenderTexture target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
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Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
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Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
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Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
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Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
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@ -82,7 +82,7 @@ int main(void)
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// Initialize framebuffer for stereo rendering
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// Initialize framebuffer for stereo rendering
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// NOTE: Screen size should match HMD aspect ratio
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// NOTE: Screen size should match HMD aspect ratio
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RenderTexture2D target = LoadRenderTexture(device.hResolution, device.vResolution);
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RenderTexture target = LoadRenderTexture(device.hResolution, device.vResolution);
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// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
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// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
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Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
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Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
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@ -37,7 +37,7 @@ int main(void)
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int gameScreenHeight = 480;
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int gameScreenHeight = 480;
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// Render texture initialization, used to hold the rendering result so we can easily resize it
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// Render texture initialization, used to hold the rendering result so we can easily resize it
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RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
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RenderTexture target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
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SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR); // Texture scale filter to use
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SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR); // Texture scale filter to use
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Color colors[10] = { 0 };
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Color colors[10] = { 0 };
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@ -64,8 +64,8 @@ int main(void)
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float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
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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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// Create a RenderTexture to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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RenderTexture target = LoadRenderTexture(screenWidth, screenHeight);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -45,7 +45,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes");
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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RenderTexture target = LoadRenderTexture(screenWidth, screenHeight);
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// Load Eratosthenes shader
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// Load Eratosthenes shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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@ -28,9 +28,9 @@
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// Declare custom functions required for the example
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// Declare custom functions required for the example
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Load custom render texture, create a writable depth texture buffer
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// Load custom render texture, create a writable depth texture buffer
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static RenderTexture2D LoadRenderTextureDepthTex(int width, int height);
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static RenderTexture LoadRenderTextureDepthTex(int width, int height);
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// Unload render texture from GPU memory (VRAM)
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// Unload render texture from GPU memory (VRAM)
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static void UnloadRenderTextureDepthTex(RenderTexture2D target);
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static void UnloadRenderTextureDepthTex(RenderTexture target);
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Declare custom Structs
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// Declare custom Structs
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@ -72,7 +72,7 @@ int main(void)
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SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
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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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// Use Customized function to create writable depth texture buffer
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RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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RenderTexture target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {
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Camera camera = {
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@ -154,9 +154,9 @@ int main(void)
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// Define custom functions required for the example
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// Define custom functions required for the example
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Load custom render texture, create a writable depth texture buffer
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// Load custom render texture, create a writable depth texture buffer
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RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
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RenderTexture LoadRenderTextureDepthTex(int width, int height)
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{
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{
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RenderTexture2D target = { 0 };
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RenderTexture target = { 0 };
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target.id = rlLoadFramebuffer(); // Load an empty framebuffer
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target.id = rlLoadFramebuffer(); // Load an empty framebuffer
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@ -193,7 +193,7 @@ RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
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}
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}
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// Unload render texture from GPU memory (VRAM)
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// Unload render texture from GPU memory (VRAM)
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void UnloadRenderTextureDepthTex(RenderTexture2D target)
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void UnloadRenderTextureDepthTex(RenderTexture target)
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{
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{
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if (target.id > 0)
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if (target.id > 0)
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{
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{
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@ -57,8 +57,8 @@ int main(void)
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION));
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// Create a RenderTexture2D to be used for render to texture
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// Create a RenderTexture to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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RenderTexture target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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// c constant to use in z^2 + c
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// c constant to use in z^2 + c
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float c[2] = { pointsOfInterest[0][0], pointsOfInterest[0][1] };
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float c[2] = { pointsOfInterest[0][0], pointsOfInterest[0][1] };
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@ -173,7 +173,7 @@ int main(void)
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// NOTE: We do not invert texture on Y, already considered inside shader
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// NOTE: We do not invert texture on Y, already considered inside shader
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BeginShaderMode(shader);
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BeginShaderMode(shader);
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// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
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// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
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// when rendering the RenderTexture2D to fit in the HighDPI scaled Window
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// when rendering the RenderTexture to fit in the HighDPI scaled Window
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DrawTextureEx(target.texture, (Vector2){ 0.0f, 0.0f }, 0.0f, 1.0f, WHITE);
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DrawTextureEx(target.texture, (Vector2){ 0.0f, 0.0f }, 0.0f, 1.0f, WHITE);
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EndShaderMode();
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EndShaderMode();
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@ -109,8 +109,8 @@ int main(void)
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int currentShader = FX_GRAYSCALE;
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int currentShader = FX_GRAYSCALE;
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// Create a RenderTexture2D to be used for render to texture
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// Create a RenderTexture to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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RenderTexture target = LoadRenderTexture(screenWidth, screenHeight);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -23,8 +23,8 @@
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#define SHADOWMAP_RESOLUTION 1024
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#define SHADOWMAP_RESOLUTION 1024
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RenderTexture2D LoadShadowmapRenderTexture(int width, int height);
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RenderTexture LoadShadowmapRenderTexture(int width, int height);
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void UnloadShadowmapRenderTexture(RenderTexture2D target);
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void UnloadShadowmapRenderTexture(RenderTexture target);
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void DrawScene(Model cube, Model robot);
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void DrawScene(Model cube, Model robot);
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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@ -78,7 +78,7 @@ int main(void)
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int animCount = 0;
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int animCount = 0;
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ModelAnimation* robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount);
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ModelAnimation* robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount);
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RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION);
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RenderTexture shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION);
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// For the shadowmapping algorithm, we will be rendering everything from the light's point of view
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// For the shadowmapping algorithm, we will be rendering everything from the light's point of view
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Camera3D lightCam = (Camera3D){ 0 };
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Camera3D lightCam = (Camera3D){ 0 };
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lightCam.position = Vector3Scale(lightDir, -15.0f);
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lightCam.position = Vector3Scale(lightDir, -15.0f);
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@ -199,9 +199,9 @@ int main(void)
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return 0;
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return 0;
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}
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}
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RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
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RenderTexture LoadShadowmapRenderTexture(int width, int height)
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{
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{
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RenderTexture2D target = { 0 };
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RenderTexture target = { 0 };
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target.id = rlLoadFramebuffer(); // Load an empty framebuffer
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target.id = rlLoadFramebuffer(); // Load an empty framebuffer
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target.texture.width = width;
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target.texture.width = width;
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@ -233,7 +233,7 @@ RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
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}
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}
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// Unload shadowmap render texture from GPU memory (VRAM)
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// Unload shadowmap render texture from GPU memory (VRAM)
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void UnloadShadowmapRenderTexture(RenderTexture2D target)
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void UnloadShadowmapRenderTexture(RenderTexture target)
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{
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{
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if (target.id > 0)
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if (target.id > 0)
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{
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{
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@ -27,10 +27,10 @@
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// Declare custom functions required for the example
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// Declare custom functions required for the example
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Load custom render texture, create a writable depth texture buffer
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// Load custom render texture, create a writable depth texture buffer
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static RenderTexture2D LoadRenderTextureDepthTex(int width, int height);
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static RenderTexture LoadRenderTextureDepthTex(int width, int height);
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// Unload render texture from GPU memory (VRAM)
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// Unload render texture from GPU memory (VRAM)
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static void UnloadRenderTextureDepthTex(RenderTexture2D target);
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static void UnloadRenderTextureDepthTex(RenderTexture target);
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Program main entry point
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// Program main entry point
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@ -48,7 +48,7 @@ int main(void)
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));
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// Use Customized function to create writable depth texture buffer
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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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RenderTexture target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {
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Camera camera = {
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@ -113,9 +113,9 @@ int main(void)
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// Define custom functions required for the example
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// Define custom functions required for the example
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Load custom render texture, create a writable depth texture buffer
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// Load custom render texture, create a writable depth texture buffer
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RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
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RenderTexture LoadRenderTextureDepthTex(int width, int height)
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{
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{
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RenderTexture2D target = { 0 };
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RenderTexture target = { 0 };
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target.id = rlLoadFramebuffer(); // Load an empty framebuffer
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target.id = rlLoadFramebuffer(); // Load an empty framebuffer
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@ -152,7 +152,7 @@ RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
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}
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}
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// Unload render texture from GPU memory (VRAM)
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// Unload render texture from GPU memory (VRAM)
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void UnloadRenderTextureDepthTex(RenderTexture2D target)
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void UnloadRenderTextureDepthTex(RenderTexture target)
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{
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{
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if (target.id > 0)
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if (target.id > 0)
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{
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{
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@ -61,7 +61,7 @@ int main(void)
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// Render texture to render fog of war
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// Render texture to render fog of war
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// NOTE: To get an automatic smooth-fog effect we use a render texture to render fog
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// NOTE: To get an automatic smooth-fog effect we use a render texture to render fog
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// at a smaller size (one pixel per tile) and scale it on drawing with bilinear filtering
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// at a smaller size (one pixel per tile) and scale it on drawing with bilinear filtering
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RenderTexture2D fogOfWar = LoadRenderTexture(map.tilesX, map.tilesY);
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RenderTexture fogOfWar = LoadRenderTexture(map.tilesX, map.tilesY);
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SetTextureFilter(fogOfWar.texture, TEXTURE_FILTER_BILINEAR);
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SetTextureFilter(fogOfWar.texture, TEXTURE_FILTER_BILINEAR);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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@ -57,8 +57,8 @@ int main(void)
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bool showSaveMessage = false;
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bool showSaveMessage = false;
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int saveMessageCounter = 0;
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int saveMessageCounter = 0;
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// Create a RenderTexture2D to use as a canvas
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// Create a RenderTexture to use as a canvas
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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RenderTexture target = LoadRenderTexture(screenWidth, screenHeight);
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// Clear render texture before entering the game loop
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// Clear render texture before entering the game loop
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BeginTextureMode(target);
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BeginTextureMode(target);
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