- /*******************************************************************************************
- *
- * raylib [shaders] example - Postprocessing with custom uniform variable
- *
- * 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), to test this example
- * on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
- * raylib comes with shaders ready for both versions, check raylib/shaders install folder
- *
- * Example originally created with raylib 1.3, last time updated with raylib 4.0
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
- #else // PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
- #endif
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
-
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 8.0f, 8.0f, 8.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 1.5f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
-
- Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
- Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
- model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
-
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
-
- // Load postprocessing shader
- // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
- Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
-
- // Get variable (uniform) location on the shader to connect with the program
- // NOTE: If uniform variable could not be found in the shader, function returns -1
- int swirlCenterLoc = GetShaderLocation(shader, "center");
-
- float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
-
- // Create a RenderTexture2D to be used for render to texture
- RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
-
- 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
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera, CAMERA_ORBITAL);
-
- Vector2 mousePosition = GetMousePosition();
-
- swirlCenter[0] = mousePosition.x;
- swirlCenter[1] = screenHeight - mousePosition.y;
-
- // Send new value to the shader to be used on drawing
- SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginTextureMode(target); // Enable drawing to texture
- ClearBackground(RAYWHITE); // Clear texture background
-
- BeginMode3D(camera); // Begin 3d mode drawing
- DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
- DrawGrid(10, 1.0f); // Draw a grid
- EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
-
- DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
- EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
-
- BeginDrawing();
- ClearBackground(RAYWHITE); // Clear screen background
-
- // Enable shader using the custom uniform
- BeginShaderMode(shader);
- // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
- DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
- EndShaderMode();
-
- // Draw some 2d text over drawn texture
- DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
- DrawFPS(10, 10);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
- UnloadTexture(texture); // Unload texture
- UnloadModel(model); // Unload model
- UnloadRenderTexture(target); // Unload render texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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