mirror of
https://github.com/Not-Nik/raylib-zig.git
synced 2025-09-09 12:07:27 +00:00
Remove old example code
This commit is contained in:
parent
a378960088
commit
a6fa62999e
@ -1,130 +0,0 @@
|
|||||||
//
|
|
||||||
// models_loading
|
|
||||||
// Zig version:
|
|
||||||
// Author: Nikolas Wipper
|
|
||||||
// Date: 2020-02-15
|
|
||||||
//
|
|
||||||
|
|
||||||
usingnamespace @import("raylib");
|
|
||||||
|
|
||||||
const resourceDir = "raylib/examples/models/resources/";
|
|
||||||
|
|
||||||
pub fn main() anyerror!void {
|
|
||||||
// Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
const screenWidth = 800;
|
|
||||||
const screenHeight = 450;
|
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading");
|
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
|
||||||
var camera = Camera{
|
|
||||||
.position = Vector3{ .x = 50.0, .y = 50.0, .z = 50.0 }, // Camera position
|
|
||||||
.target = Vector3{ .x = 0.0, .y = 10.0, .z = 0.0 }, // Camera looking at point
|
|
||||||
.up = Vector3{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
|
|
||||||
.fovy = 45.0, // Camera field-of-view Y
|
|
||||||
.projection = CameraProjection.CAMERA_PERSPECTIVE, // Camera mode type
|
|
||||||
};
|
|
||||||
|
|
||||||
var model = LoadModel(resourceDir ++ "models/castle.obj"); // Load model
|
|
||||||
var texture = LoadTexture(resourceDir ++ "models/castle_diffuse.png"); // Load model texture
|
|
||||||
model.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture; // Set map diffuse texture
|
|
||||||
|
|
||||||
var position = Vector3{ .x = 0.0, .y = 0.0, .z = 0.0 }; // Set model position
|
|
||||||
|
|
||||||
var bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds
|
|
||||||
|
|
||||||
// NOTE: bounds are calculated from the original size of the model,
|
|
||||||
// if model is scaled on drawing, bounds must be also scaled
|
|
||||||
|
|
||||||
camera.SetMode(CameraMode.CAMERA_FREE); // Set a free camera mode
|
|
||||||
|
|
||||||
var selected = false; // Selected object flag
|
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Main game loop
|
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
||||||
{
|
|
||||||
// Update
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
camera.Update();
|
|
||||||
|
|
||||||
// Load new models/textures on drag&drop
|
|
||||||
if (IsFileDropped()) {
|
|
||||||
var count: c_int = 0;
|
|
||||||
var droppedFiles = GetDroppedFiles(&count);
|
|
||||||
|
|
||||||
if (count == 1) // Only support one file dropped
|
|
||||||
{
|
|
||||||
if (IsFileExtension(droppedFiles[0], ".obj") or
|
|
||||||
IsFileExtension(droppedFiles[0], ".gltf") or
|
|
||||||
IsFileExtension(droppedFiles[0], ".iqm")) // Model file formats supported
|
|
||||||
{
|
|
||||||
UnloadModel(model); // Unload previous model
|
|
||||||
model = LoadModel(droppedFiles[0]); // Load new model
|
|
||||||
// Set current map diffuse texture
|
|
||||||
model.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
|
|
||||||
|
|
||||||
bounds = MeshBoundingBox(model.meshes[0]);
|
|
||||||
|
|
||||||
// TODO: Move camera position from target enough distance to visualize model properly
|
|
||||||
} else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported
|
|
||||||
{
|
|
||||||
// Unload current model texture and load new one
|
|
||||||
UnloadTexture(texture);
|
|
||||||
texture = LoadTexture(droppedFiles[0]);
|
|
||||||
model.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
ClearDroppedFiles(); // Clear internal buffers
|
|
||||||
}
|
|
||||||
|
|
||||||
// Select model on mouse click
|
|
||||||
if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON)) {
|
|
||||||
// Check collision between ray and box
|
|
||||||
if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) {
|
|
||||||
selected = !selected;
|
|
||||||
} else {
|
|
||||||
selected = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Draw
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
BeginDrawing();
|
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
|
||||||
|
|
||||||
camera.Begin();
|
|
||||||
|
|
||||||
DrawModel(model, position, 1.0, WHITE); // Draw 3d model with texture
|
|
||||||
|
|
||||||
DrawGrid(20, 10.0); // Draw a grid
|
|
||||||
|
|
||||||
if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box
|
|
||||||
|
|
||||||
camera.End();
|
|
||||||
|
|
||||||
DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
|
|
||||||
if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
|
|
||||||
|
|
||||||
DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
|
||||||
|
|
||||||
EndDrawing();
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
}
|
|
||||||
|
|
||||||
// De-Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
UnloadTexture(texture); // Unload texture
|
|
||||||
UnloadModel(model); // Unload model
|
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
}
|
|
@ -1,126 +0,0 @@
|
|||||||
// This is a zig port of rlights.h by Ryan Roden-Corrent (rcorre).
|
|
||||||
// The original notice follows:
|
|
||||||
//
|
|
||||||
// *********************************************************************************************
|
|
||||||
//
|
|
||||||
// raylib.lights - Some useful functions to deal with lights data
|
|
||||||
//
|
|
||||||
// CONFIGURATION:
|
|
||||||
//
|
|
||||||
// #define RLIGHTS_IMPLEMENTATION
|
|
||||||
// Generates the implementation of the library into the included file.
|
|
||||||
// If not defined, the library is in header only mode and can be included
|
|
||||||
// in other headers or source files without problems. But only ONE file should
|
|
||||||
// hold the implementation.
|
|
||||||
//
|
|
||||||
// LICENSE: zlib/libpng
|
|
||||||
//
|
|
||||||
// Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria
|
|
||||||
// (@raysan5)
|
|
||||||
//
|
|
||||||
// This software is provided "as-is", without any express or implied warranty.
|
|
||||||
// In no event will the authors be held liable for any damages arising from the
|
|
||||||
// use of this software.
|
|
||||||
//
|
|
||||||
// Permission is granted to anyone to use this software for any purpose,
|
|
||||||
// including commercial applications, and to alter it and redistribute it freely,
|
|
||||||
// subject to the following restrictions:
|
|
||||||
//
|
|
||||||
// 1. The origin of this software must not be misrepresented; you must not
|
|
||||||
// claim that you wrote the original software. If you use this software in a
|
|
||||||
// product, an acknowledgment in the product documentation would be appreciated
|
|
||||||
// but is not required.
|
|
||||||
//
|
|
||||||
// 2. Altered source versions must be plainly marked as such, and must not
|
|
||||||
// be misrepresented as being the original software.
|
|
||||||
//
|
|
||||||
// 3. This notice may not be removed or altered from any source
|
|
||||||
// distribution.
|
|
||||||
//
|
|
||||||
// *********************************************************************************************/
|
|
||||||
|
|
||||||
const std = @import("std");
|
|
||||||
usingnamespace @import("raylib");
|
|
||||||
|
|
||||||
const max_lights = 4;
|
|
||||||
|
|
||||||
pub const Light = struct {
|
|
||||||
type: LightType,
|
|
||||||
position: Vector3,
|
|
||||||
target: Vector3,
|
|
||||||
color: Color,
|
|
||||||
enabled: bool,
|
|
||||||
|
|
||||||
// Shader locations
|
|
||||||
enabledLoc: i32,
|
|
||||||
typeLoc: i32,
|
|
||||||
posLoc: i32,
|
|
||||||
targetLoc: i32,
|
|
||||||
colorLoc: i32,
|
|
||||||
};
|
|
||||||
|
|
||||||
// Light type
|
|
||||||
pub const LightType = enum { directional, point };
|
|
||||||
|
|
||||||
var lightsCount: u32 = 0;
|
|
||||||
|
|
||||||
fn getShaderLoc(shader: Shader, name: []const u8) !i32 {
|
|
||||||
// TODO: Below code doesn't look good to me,
|
|
||||||
// it assumes a specific shader naming and structure
|
|
||||||
// Probably this implementation could be improved
|
|
||||||
// (note from original C implementation, I don't have a better idea)
|
|
||||||
var buf: [32]u8 = undefined;
|
|
||||||
const key = try std.fmt.bufPrintZ(buf[0..], "lights[{}].{s}", .{ lightsCount, name });
|
|
||||||
return GetShaderLocation(shader, key);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create a light and get shader locations
|
|
||||||
pub fn CreateLight(typ: LightType, position: Vector3, target: Vector3, color: Color, shader: Shader) !Light {
|
|
||||||
if (lightsCount >= max_lights) {
|
|
||||||
return error.TooManyLights;
|
|
||||||
}
|
|
||||||
|
|
||||||
const light = Light{
|
|
||||||
.enabled = true,
|
|
||||||
.type = typ,
|
|
||||||
.position = position,
|
|
||||||
.target = target,
|
|
||||||
.color = color,
|
|
||||||
|
|
||||||
.enabledLoc = try getShaderLoc(shader, "enabled"),
|
|
||||||
.typeLoc = try getShaderLoc(shader, "type"),
|
|
||||||
.posLoc = try getShaderLoc(shader, "position"),
|
|
||||||
.targetLoc = try getShaderLoc(shader, "target"),
|
|
||||||
.colorLoc = try getShaderLoc(shader, "color"),
|
|
||||||
};
|
|
||||||
UpdateLightValues(shader, light);
|
|
||||||
|
|
||||||
lightsCount += 1;
|
|
||||||
|
|
||||||
return light;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Send light properties to shader
|
|
||||||
// NOTE: Light shader locations should be available
|
|
||||||
pub fn UpdateLightValues(shader: Shader, light: Light) void {
|
|
||||||
// Send to shader light enabled state and type
|
|
||||||
SetShaderValue(shader, light.enabledLoc, &light.enabled, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_INT));
|
|
||||||
SetShaderValue(shader, light.typeLoc, &light.type, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_INT));
|
|
||||||
|
|
||||||
// Send to shader light position values
|
|
||||||
const position = [3]f32{ light.position.x, light.position.y, light.position.z };
|
|
||||||
SetShaderValue(shader, light.posLoc, &position, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC3));
|
|
||||||
|
|
||||||
// Send to shader light target position values
|
|
||||||
const target = [3]f32{ light.target.x, light.target.y, light.target.z };
|
|
||||||
SetShaderValue(shader, light.targetLoc, &target, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC3));
|
|
||||||
|
|
||||||
// Send to shader light color values
|
|
||||||
const color = [4]f32{
|
|
||||||
@intToFloat(f32, light.color.r) / 255.0,
|
|
||||||
@intToFloat(f32, light.color.g) / 255.0,
|
|
||||||
@intToFloat(f32, light.color.b) / 255.0,
|
|
||||||
@intToFloat(f32, light.color.a) / 255.0,
|
|
||||||
};
|
|
||||||
SetShaderValue(shader, light.colorLoc, &color, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC4));
|
|
||||||
}
|
|
@ -1,187 +0,0 @@
|
|||||||
//
|
|
||||||
// shaders_basic_lighting
|
|
||||||
// Zig version:
|
|
||||||
// Author: Ryan Roden-Corrent
|
|
||||||
// Date: 2021-07-24
|
|
||||||
//
|
|
||||||
// NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders
|
|
||||||
// support,
|
|
||||||
// OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3
|
|
||||||
// version.
|
|
||||||
//
|
|
||||||
// NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
|
|
||||||
usingnamespace @import("raylib");
|
|
||||||
usingnamespace @import("rlights.zig");
|
|
||||||
usingnamespace @import("raylib-math");
|
|
||||||
|
|
||||||
const resourceDir = "raylib/examples/shaders/resources/";
|
|
||||||
|
|
||||||
pub fn main() !void {
|
|
||||||
// Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
const screenWidth = 800;
|
|
||||||
const screenHeight = 450;
|
|
||||||
|
|
||||||
//SetConfigFlags(.FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x
|
|
||||||
// (if available)
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
|
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
|
||||||
const camera = Camera{
|
|
||||||
.position = .{ .x = 2.0, .y = 2.0, .z = 6.0 }, // Camera position
|
|
||||||
.target = .{ .x = 0.0, .y = 0.5, .z = 0.0 }, // Camera looking at point
|
|
||||||
.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
|
|
||||||
.fovy = 45.0, // Camera field-of-view Y
|
|
||||||
.projection = CameraProjection.CAMERA_PERSPECTIVE, // Camera mode type
|
|
||||||
};
|
|
||||||
|
|
||||||
// Load models
|
|
||||||
var modelA = LoadModelFromMesh(GenMeshTorus(0.4, 1.0, 16, 32));
|
|
||||||
var modelB = LoadModelFromMesh(GenMeshCube(1.0, 1.0, 1.0));
|
|
||||||
var modelC = LoadModelFromMesh(GenMeshSphere(0.5, 32, 32));
|
|
||||||
|
|
||||||
// Load models texture
|
|
||||||
const texture = LoadTexture(resourceDir ++ "texel_checker.png");
|
|
||||||
|
|
||||||
// Assign texture to default model material
|
|
||||||
modelA.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
|
|
||||||
modelB.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
|
|
||||||
modelC.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
|
|
||||||
|
|
||||||
var shader = LoadShader(
|
|
||||||
resourceDir ++ "/shaders/glsl330/base_lighting.vs",
|
|
||||||
resourceDir ++ "/shaders/glsl330/lighting.fs",
|
|
||||||
);
|
|
||||||
|
|
||||||
// Get some shader loactions
|
|
||||||
shader.locs[@intFromEnum(ShaderLocationIndex.SHADER_LOC_MATRIX_MODEL)] = GetShaderLocation(shader, "matModel");
|
|
||||||
shader.locs[@intFromEnum(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)] = GetShaderLocation(shader, "viewPos");
|
|
||||||
|
|
||||||
// ambient light level
|
|
||||||
const ambientLoc = GetShaderLocation(shader, "ambient");
|
|
||||||
const ambientVals = [4]f32{ 0.2, 0.2, 0.2, 1.0 };
|
|
||||||
SetShaderValue(shader, ambientLoc, &ambientVals, @intFromEnum(ShaderUniformDataType.SHADER_UNIFORM_VEC4));
|
|
||||||
|
|
||||||
var angle: f32 = 6.282;
|
|
||||||
|
|
||||||
// All models use the same shader
|
|
||||||
modelA.materials[0].shader = shader;
|
|
||||||
modelB.materials[0].shader = shader;
|
|
||||||
modelC.materials[0].shader = shader;
|
|
||||||
|
|
||||||
// Using 4 point lights, white, red, green and blue
|
|
||||||
var lights = [_]Light{
|
|
||||||
try CreateLight(LightType.point, .{ .x = 4, .y = 2, .z = 4 }, Vector3Zero(), WHITE, shader),
|
|
||||||
try CreateLight(LightType.point, .{ .x = 4, .y = 2, .z = 4 }, Vector3Zero(), RED, shader),
|
|
||||||
try CreateLight(LightType.point, .{ .x = 0, .y = 4, .z = 2 }, Vector3Zero(), GREEN, shader),
|
|
||||||
try CreateLight(LightType.point, .{ .x = 0, .y = 4, .z = 2 }, Vector3Zero(), BLUE, shader),
|
|
||||||
};
|
|
||||||
|
|
||||||
SetCameraMode(camera, CameraMode.CAMERA_ORBITAL); // Set an orbital camera mode
|
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Main game loop
|
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
||||||
{
|
|
||||||
// Update
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
if (IsKeyPressed(KeyboardKey.KEY_W)) {
|
|
||||||
lights[0].enabled = !lights[0].enabled;
|
|
||||||
}
|
|
||||||
if (IsKeyPressed(KeyboardKey.KEY_R)) {
|
|
||||||
lights[1].enabled = !lights[1].enabled;
|
|
||||||
}
|
|
||||||
if (IsKeyPressed(KeyboardKey.KEY_G)) {
|
|
||||||
lights[2].enabled = !lights[2].enabled;
|
|
||||||
}
|
|
||||||
if (IsKeyPressed(KeyboardKey.KEY_B)) {
|
|
||||||
lights[3].enabled = !lights[3].enabled;
|
|
||||||
}
|
|
||||||
|
|
||||||
//UpdateCamera(&camera); // Update camera
|
|
||||||
|
|
||||||
// Make the lights do differing orbits
|
|
||||||
angle -= 0.02;
|
|
||||||
lights[0].position.x = @cos(angle) * 4.0;
|
|
||||||
lights[0].position.z = @sin(angle) * 4.0;
|
|
||||||
lights[1].position.x = @cos(-angle * 0.6) * 4.0;
|
|
||||||
lights[1].position.z = @sin(-angle * 0.6) * 4.0;
|
|
||||||
lights[2].position.y = @cos(angle * 0.2) * 4.0;
|
|
||||||
lights[2].position.z = @sin(angle * 0.2) * 4.0;
|
|
||||||
lights[3].position.y = @cos(-angle * 0.35) * 4.0;
|
|
||||||
lights[3].position.z = @sin(-angle * 0.35) * 4.0;
|
|
||||||
|
|
||||||
UpdateLightValues(shader, lights[0]);
|
|
||||||
UpdateLightValues(shader, lights[1]);
|
|
||||||
UpdateLightValues(shader, lights[2]);
|
|
||||||
UpdateLightValues(shader, lights[3]);
|
|
||||||
|
|
||||||
// Rotate the torus
|
|
||||||
modelA.transform =
|
|
||||||
MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
|
|
||||||
modelA.transform =
|
|
||||||
MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
|
|
||||||
|
|
||||||
// Update the light shader with the camera view position
|
|
||||||
const cameraPos = [3]f32{ camera.position.x, camera.position.y, camera.position.z };
|
|
||||||
SetShaderValue(
|
|
||||||
shader,
|
|
||||||
shader.locs[@intFromEnum(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)],
|
|
||||||
&cameraPos,
|
|
||||||
@intFromEnum(ShaderUniformDataType.SHADER_UNIFORM_VEC3),
|
|
||||||
);
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Draw
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
BeginDrawing();
|
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
|
||||||
|
|
||||||
BeginMode3D(camera);
|
|
||||||
|
|
||||||
// Draw the three models
|
|
||||||
DrawModel(modelA, Vector3Zero(), 1.0, WHITE);
|
|
||||||
DrawModel(modelB, .{ .x = -1.6, .y = 0, .z = 0 }, 1.0, WHITE);
|
|
||||||
DrawModel(modelC, .{ .x = 1.6, .y = 0, .z = 0 }, 1.0, WHITE);
|
|
||||||
|
|
||||||
// Draw markers to show where the lights are
|
|
||||||
if (lights[0].enabled) {
|
|
||||||
DrawSphereEx(lights[0].position, 0.2, 8, 8, WHITE);
|
|
||||||
}
|
|
||||||
if (lights[1].enabled) {
|
|
||||||
DrawSphereEx(lights[1].position, 0.2, 8, 8, RED);
|
|
||||||
}
|
|
||||||
if (lights[2].enabled) {
|
|
||||||
DrawSphereEx(lights[2].position, 0.2, 8, 8, GREEN);
|
|
||||||
}
|
|
||||||
if (lights[3].enabled) {
|
|
||||||
DrawSphereEx(lights[3].position, 0.2, 8, 8, BLUE);
|
|
||||||
}
|
|
||||||
|
|
||||||
DrawGrid(10, 1.0);
|
|
||||||
|
|
||||||
EndMode3D();
|
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
|
||||||
|
|
||||||
DrawText("Use keys RGBW to toggle lights", 10, 30, 20, DARKGRAY);
|
|
||||||
|
|
||||||
EndDrawing();
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
}
|
|
||||||
|
|
||||||
// De-Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
UnloadModel(modelA); // Unload the modelA
|
|
||||||
UnloadModel(modelB); // Unload the modelB
|
|
||||||
UnloadModel(modelC); // Unload the modelC
|
|
||||||
|
|
||||||
UnloadTexture(texture); // Unload the texture
|
|
||||||
UnloadShader(shader); // Unload shader
|
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
}
|
|
Loading…
x
Reference in New Issue
Block a user