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								/*******************************************************************************************
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								*
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							 | 
							
								*   raylib [shaders] example - Shadowmap
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								*
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							| 
								
							 | 
							
								*   Example complexity rating: [★★★★] 4/4
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								*
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							| 
								
							 | 
							
								*   Example originally created with raylib 5.0, last time updated with raylib 5.0
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							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Example contributed by TheManTheMythTheGameDev (@TheManTheMythTheGameDev) and reviewed by Ramon Santamaria (@raysan5)
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							 | 
							
								*
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							 | 
							
								*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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							| 
								
							 | 
							
								*   BSD-like license that allows static linking with closed source software
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							 | 
							
								*
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							| 
								
							 | 
							
								*   Copyright (c) 2023-2025 TheManTheMythTheGameDev (@TheManTheMythTheGameDev)
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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 "rlgl.h"
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								#if defined(PLATFORM_DESKTOP)
							 | 
						
						
						
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							 | 
							
								#define GLSL_VERSION            330
							 | 
						
						
						
							| 
								
							 | 
							
								#else   // PLATFORM_ANDROID, PLATFORM_WEB
							 | 
						
						
						
							| 
								
							 | 
							
								#define GLSL_VERSION            120
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
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								#define SHADOWMAP_RESOLUTION 1024
							 | 
						
						
						
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								RenderTexture2D LoadShadowmapRenderTexture(int width, int height);
							 | 
						
						
						
							| 
								
							 | 
							
								void UnloadShadowmapRenderTexture(RenderTexture2D target);
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								void DrawScene(Model cube, Model robot);
							 | 
						
						
						
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							 | 
							
								//------------------------------------------------------------------------------------
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							 | 
							
								// Program main entry point
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							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
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							 | 
							
								int main(void)
							 | 
						
						
						
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							 | 
							
								{
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								    // Initialization
							 | 
						
						
						
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							 | 
							
								    //--------------------------------------------------------------------------------------
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								    const int screenWidth = 800;
							 | 
						
						
						
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							 | 
							
								    const int screenHeight = 450;
							 | 
						
						
						
							| 
								
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							 | 
							
								    SetConfigFlags(FLAG_MSAA_4X_HINT);
							 | 
						
						
						
							| 
								
							 | 
							
								    // Shadows are a HUGE topic, and this example shows an extremely simple implementation of the shadowmapping algorithm,
							 | 
						
						
						
							| 
								
							 | 
							
								    // which is the industry standard for shadows. This algorithm can be extended in a ridiculous number of ways to improve
							 | 
						
						
						
							| 
								
							 | 
							
								    // realism and also adapt it for different scenes. This is pretty much the simplest possible implementation.
							 | 
						
						
						
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							 | 
							
								    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap");
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							 | 
							
								
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							| 
								
							 | 
							
								    Camera3D cam = (Camera3D){ 0 };
							 | 
						
						
						
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							 | 
							
								    cam.position = (Vector3){ 10.0f, 10.0f, 10.0f };
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							| 
								
							 | 
							
								    cam.target = Vector3Zero();
							 | 
						
						
						
							| 
								
							 | 
							
								    cam.projection = CAMERA_PERSPECTIVE;
							 | 
						
						
						
							| 
								
							 | 
							
								    cam.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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							 | 
							
								    cam.fovy = 45.0f;
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							 | 
							
								
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							| 
								
							 | 
							
								    Shader shadowShader = LoadShader(TextFormat("resources/shaders/glsl%i/shadowmap.vs", GLSL_VERSION),
							 | 
						
						
						
							| 
								
							 | 
							
								                                     TextFormat("resources/shaders/glsl%i/shadowmap.fs", GLSL_VERSION));
							 | 
						
						
						
							| 
								
							 | 
							
								    shadowShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shadowShader, "viewPos");
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							| 
								
							 | 
							
								    Vector3 lightDir = Vector3Normalize((Vector3){ 0.35f, -1.0f, -0.35f });
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							| 
								
							 | 
							
								    Color lightColor = WHITE;
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector4 lightColorNormalized = ColorNormalize(lightColor);
							 | 
						
						
						
							| 
								
							 | 
							
								    int lightDirLoc = GetShaderLocation(shadowShader, "lightDir");
							 | 
						
						
						
							| 
								
							 | 
							
								    int lightColLoc = GetShaderLocation(shadowShader, "lightColor");
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3);
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(shadowShader, lightColLoc, &lightColorNormalized, SHADER_UNIFORM_VEC4);
							 | 
						
						
						
							| 
								
							 | 
							
								    int ambientLoc = GetShaderLocation(shadowShader, "ambient");
							 | 
						
						
						
							| 
								
							 | 
							
								    float ambient[4] = {0.1f, 0.1f, 0.1f, 1.0f};
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(shadowShader, ambientLoc, ambient, SHADER_UNIFORM_VEC4);
							 | 
						
						
						
							| 
								
							 | 
							
								    int lightVPLoc = GetShaderLocation(shadowShader, "lightVP");
							 | 
						
						
						
							| 
								
							 | 
							
								    int shadowMapLoc = GetShaderLocation(shadowShader, "shadowMap");
							 | 
						
						
						
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							 | 
							
								    int shadowMapResolution = SHADOWMAP_RESOLUTION;
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(shadowShader, GetShaderLocation(shadowShader, "shadowMapResolution"), &shadowMapResolution, SHADER_UNIFORM_INT);
							 | 
						
						
						
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							 | 
							
								    Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
							 | 
						
						
						
							| 
								
							 | 
							
								    cube.materials[0].shader = shadowShader;
							 | 
						
						
						
							| 
								
							 | 
							
								    Model robot = LoadModel("resources/models/robot.glb");
							 | 
						
						
						
							| 
								
							 | 
							
								    for (int i = 0; i < robot.materialCount; i++)
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        robot.materials[i].shader = shadowShader;
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								    int animCount = 0;
							 | 
						
						
						
							| 
								
							 | 
							
								    ModelAnimation* robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount);
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							 | 
							
								    RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION);
							 | 
						
						
						
							| 
								
							 | 
							
								    // For the shadowmapping algorithm, we will be rendering everything from the light's point of view
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							| 
								
							 | 
							
								    Camera3D lightCam = (Camera3D){ 0 };
							 | 
						
						
						
							| 
								
							 | 
							
								    lightCam.position = Vector3Scale(lightDir, -15.0f);
							 | 
						
						
						
							| 
								
							 | 
							
								    lightCam.target = Vector3Zero();
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							 | 
							
								    // Use an orthographic projection for directional lights
							 | 
						
						
						
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							 | 
							
								    lightCam.projection = CAMERA_ORTHOGRAPHIC;
							 | 
						
						
						
							| 
								
							 | 
							
								    lightCam.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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							 | 
							
								    lightCam.fovy = 20.0f;
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							 | 
							
								    SetTargetFPS(60);
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							 | 
							
								    //--------------------------------------------------------------------------------------
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							 | 
							
								    int fc = 0;
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							 | 
							
								    // Main game loop
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							 | 
							
								    while (!WindowShouldClose())    // Detect window close button or ESC key
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								    {
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								        // Update
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							 | 
							
								        //----------------------------------------------------------------------------------
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							 | 
							
								        float dt = GetFrameTime();
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							 | 
							
								        Vector3 cameraPos = cam.position;
							 | 
						
						
						
							| 
								
							 | 
							
								        SetShaderValue(shadowShader, shadowShader.locs[SHADER_LOC_VECTOR_VIEW], &cameraPos, SHADER_UNIFORM_VEC3);
							 | 
						
						
						
							| 
								
							 | 
							
								        UpdateCamera(&cam, CAMERA_ORBITAL);
							 | 
						
						
						
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							 | 
							
								        fc++;
							 | 
						
						
						
							| 
								
							 | 
							
								        fc %= (robotAnimations[0].frameCount);
							 | 
						
						
						
							| 
								
							 | 
							
								        UpdateModelAnimation(robot, robotAnimations[0], fc);
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							 | 
							
								        const float cameraSpeed = 0.05f;
							 | 
						
						
						
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							 | 
							
								        if (IsKeyDown(KEY_LEFT))
							 | 
						
						
						
							| 
								
							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            if (lightDir.x < 0.6f)
							 | 
						
						
						
							| 
								
							 | 
							
								                lightDir.x += cameraSpeed * 60.0f * dt;
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							 | 
							
								        }
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							 | 
							
								        if (IsKeyDown(KEY_RIGHT))
							 | 
						
						
						
							| 
								
							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            if (lightDir.x > -0.6f)
							 | 
						
						
						
							| 
								
							 | 
							
								                lightDir.x -= cameraSpeed * 60.0f * dt;
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							| 
								
							 | 
							
								        }
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							 | 
							
								        if (IsKeyDown(KEY_UP))
							 | 
						
						
						
							| 
								
							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            if (lightDir.z < 0.6f)
							 | 
						
						
						
							| 
								
							 | 
							
								                lightDir.z += cameraSpeed * 60.0f * dt;
							 | 
						
						
						
							| 
								
							 | 
							
								        }
							 | 
						
						
						
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							 | 
							
								        if (IsKeyDown(KEY_DOWN))
							 | 
						
						
						
							| 
								
							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            if (lightDir.z > -0.6f)
							 | 
						
						
						
							| 
								
							 | 
							
								                lightDir.z -= cameraSpeed * 60.0f * dt;
							 | 
						
						
						
							| 
								
							 | 
							
								        }
							 | 
						
						
						
							| 
								
							 | 
							
								        lightDir = Vector3Normalize(lightDir);
							 | 
						
						
						
							| 
								
							 | 
							
								        lightCam.position = Vector3Scale(lightDir, -15.0f);
							 | 
						
						
						
							| 
								
							 | 
							
								        SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3);
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							 | 
							
								        // Draw
							 | 
						
						
						
							| 
								
							 | 
							
								        //----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								        BeginDrawing();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // First, render all objects into the shadowmap
							 | 
						
						
						
							| 
								
							 | 
							
								        // The idea is, we record all the objects' depths (as rendered from the light source's point of view) in a buffer
							 | 
						
						
						
							| 
								
							 | 
							
								        // Anything that is "visible" to the light is in light, anything that isn't is in shadow
							 | 
						
						
						
							| 
								
							 | 
							
								        // We can later use the depth buffer when rendering everything from the player's point of view
							 | 
						
						
						
							| 
								
							 | 
							
								        // to determine whether a given point is "visible" to the light
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Record the light matrices for future use!
							 | 
						
						
						
							| 
								
							 | 
							
								        Matrix lightView;
							 | 
						
						
						
							| 
								
							 | 
							
								        Matrix lightProj;
							 | 
						
						
						
							| 
								
							 | 
							
								        BeginTextureMode(shadowMap);
							 | 
						
						
						
							| 
								
							 | 
							
								        ClearBackground(WHITE);
							 | 
						
						
						
							| 
								
							 | 
							
								        BeginMode3D(lightCam);
							 | 
						
						
						
							| 
								
							 | 
							
								            lightView = rlGetMatrixModelview();
							 | 
						
						
						
							| 
								
							 | 
							
								            lightProj = rlGetMatrixProjection();
							 | 
						
						
						
							| 
								
							 | 
							
								            DrawScene(cube, robot);
							 | 
						
						
						
							| 
								
							 | 
							
								        EndMode3D();
							 | 
						
						
						
							| 
								
							 | 
							
								        EndTextureMode();
							 | 
						
						
						
							| 
								
							 | 
							
								        Matrix lightViewProj = MatrixMultiply(lightView, lightProj);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        ClearBackground(RAYWHITE);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        rlEnableShader(shadowShader.id);
							 | 
						
						
						
							| 
								
							 | 
							
								        int slot = 10; // Can be anything 0 to 15, but 0 will probably be taken up
							 | 
						
						
						
							| 
								
							 | 
							
								        rlActiveTextureSlot(10);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlEnableTexture(shadowMap.depth.id);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlSetUniform(shadowMapLoc, &slot, SHADER_UNIFORM_INT, 1);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        BeginMode3D(cam);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Draw the same exact things as we drew in the shadowmap!
							 | 
						
						
						
							| 
								
							 | 
							
								            DrawScene(cube, robot);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        EndMode3D();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 320, screenHeight - 20, 10, GRAY);
							 | 
						
						
						
							| 
								
							 | 
							
								        DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        EndDrawing();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        if (IsKeyPressed(KEY_F))
							 | 
						
						
						
							| 
								
							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            TakeScreenshot("shaders_shadowmap.png");
							 | 
						
						
						
							| 
								
							 | 
							
								        }
							 | 
						
						
						
							| 
								
							 | 
							
								        //----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // De-Initialization
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShader(shadowShader);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadModel(cube);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadModel(robot);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadModelAnimations(robotAnimations, animCount);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShadowmapRenderTexture(shadowMap);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    CloseWindow();        // Close window and OpenGL context
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    return 0;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    RenderTexture2D target = { 0 };
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    target.id = rlLoadFramebuffer(); // Load an empty framebuffer
							 | 
						
						
						
							| 
								
							 | 
							
								    target.texture.width = width;
							 | 
						
						
						
							| 
								
							 | 
							
								    target.texture.height = height;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    if (target.id > 0)
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        rlEnableFramebuffer(target.id);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Create depth texture
							 | 
						
						
						
							| 
								
							 | 
							
								        // We don't need a color texture for the shadowmap
							 | 
						
						
						
							| 
								
							 | 
							
								        target.depth.id = rlLoadTextureDepth(width, height, false);
							 | 
						
						
						
							| 
								
							 | 
							
								        target.depth.width = width;
							 | 
						
						
						
							| 
								
							 | 
							
								        target.depth.height = height;
							 | 
						
						
						
							| 
								
							 | 
							
								        target.depth.format = 19;       //DEPTH_COMPONENT_24BIT?
							 | 
						
						
						
							| 
								
							 | 
							
								        target.depth.mipmaps = 1;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Attach depth texture to FBO
							 | 
						
						
						
							| 
								
							 | 
							
								        rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Check if fbo is complete with attachments (valid)
							 | 
						
						
						
							| 
								
							 | 
							
								        if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        rlDisableFramebuffer();
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								    else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created");
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    return target;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Unload shadowmap render texture from GPU memory (VRAM)
							 | 
						
						
						
							| 
								
							 | 
							
								void UnloadShadowmapRenderTexture(RenderTexture2D target)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    if (target.id > 0)
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        // NOTE: Depth texture/renderbuffer is automatically
							 | 
						
						
						
							| 
								
							 | 
							
								        // queried and deleted before deleting framebuffer
							 | 
						
						
						
							| 
								
							 | 
							
								        rlUnloadFramebuffer(target.id);
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								void DrawScene(Model cube, Model robot)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    DrawModelEx(cube, Vector3Zero(), (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, (Vector3) { 10.0f, 1.0f, 10.0f }, BLUE);
							 | 
						
						
						
							| 
								
							 | 
							
								    DrawModelEx(cube, (Vector3) { 1.5f, 1.0f, -1.5f }, (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, Vector3One(), WHITE);
							 | 
						
						
						
							| 
								
							 | 
							
								    DrawModelEx(robot, (Vector3) { 0.0f, 0.5f, 0.0f }, (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, (Vector3) { 1.0f, 1.0f, 1.0f }, RED);
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 |