- /*******************************************************************************************
- *
- * raylib [shaders] example - Simple shader mask
- *
- * Example originally created with raylib 2.5, last time updated with raylib 3.7
- *
- * Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
- *
- * 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) 2019-2024 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************
- *
- * After a model is loaded it has a default material, this material can be
- * modified in place rather than creating one from scratch...
- * While all of the maps have particular names, they can be used for any purpose
- * except for three maps that are applied as cubic maps (see below)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
- #include "raymath.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;
-
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - simple shader mask");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 0.0f, 1.0f, 2.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.0f, 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
-
- // Define our three models to show the shader on
- Mesh torus = GenMeshTorus(0.3f, 1, 16, 32);
- Model model1 = LoadModelFromMesh(torus);
-
- Mesh cube = GenMeshCube(0.8f,0.8f,0.8f);
- Model model2 = LoadModelFromMesh(cube);
-
- // Generate model to be shaded just to see the gaps in the other two
- Mesh sphere = GenMeshSphere(1, 16, 16);
- Model model3 = LoadModelFromMesh(sphere);
-
- // Load the shader
- Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mask.fs", GLSL_VERSION));
-
- // Load and apply the diffuse texture (colour map)
- Texture texDiffuse = LoadTexture("resources/plasma.png");
- model1.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
- model2.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
-
- // Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture
- // NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or MATERIAL_MAP_CUBEMAP as they are bound as cube maps
- Texture texMask = LoadTexture("resources/mask.png");
- model1.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
- model2.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
- shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
-
- // Frame is incremented each frame to animate the shader
- int shaderFrame = GetShaderLocation(shader, "frame");
-
- // Apply the shader to the two models
- model1.materials[0].shader = shader;
- model2.materials[0].shader = shader;
-
- int framesCounter = 0;
- Vector3 rotation = { 0 }; // Model rotation angles
-
- DisableCursor(); // Limit cursor to relative movement inside the window
- SetTargetFPS(60); // Set to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera, CAMERA_FIRST_PERSON);
-
- framesCounter++;
- rotation.x += 0.01f;
- rotation.y += 0.005f;
- rotation.z -= 0.0025f;
-
- // Send frames counter to shader for animation
- SetShaderValue(shader, shaderFrame, &framesCounter, SHADER_UNIFORM_INT);
-
- // Rotate one of the models
- model1.transform = MatrixRotateXYZ(rotation);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(DARKBLUE);
-
- BeginMode3D(camera);
-
- DrawModel(model1, (Vector3){ 0.5f, 0.0f, 0.0f }, 1, WHITE);
- DrawModelEx(model2, (Vector3){ -0.5f, 0.0f, 0.0f }, (Vector3){ 1.0f, 1.0f, 0.0f }, 50, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
- DrawModel(model3,(Vector3){ 0.0f, 0.0f, -1.5f }, 1, WHITE);
- DrawGrid(10, 1.0f); // Draw a grid
-
- EndMode3D();
-
- DrawRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
- DrawText(TextFormat("Frame: %i", framesCounter), 20, 700, 20, WHITE);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadModel(model1);
- UnloadModel(model2);
- UnloadModel(model3);
-
- UnloadTexture(texDiffuse); // Unload default diffuse texture
- UnloadTexture(texMask); // Unload texture mask
-
- UnloadShader(shader); // Unload shader
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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