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/******************************************************************************************* |
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* |
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* raylib [shaders] example - demonstrates how you can use your own simple shaders in raylib |
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* |
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* This example has been created using raylib 2.5 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5) |
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* |
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* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5) |
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* |
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******************************************************************************************** |
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* |
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* after a model is loaded it has a default material, this material can be modified in place |
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* rather than creating one from scratch... |
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* While all of the MAPs have particular names, they can be used for any purpose |
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* Three of the MAP are applied as cubic maps (see below) |
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* |
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********************************************************************************************/ |
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#include <stddef.h> |
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#include "raylib.h" |
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#include "raymath.h" |
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#define screenWidth 1280 |
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#define screenHeight 720 |
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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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InitWindow(screenWidth, screenHeight, "raylib - simple shader"); |
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// Define the camera to look into our 3d world |
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Camera camera = { 0 }; |
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camera.position = (Vector3){ 0.0f, 1.0f, 2.0f }; |
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; |
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; |
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camera.fovy = 45.0f; |
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camera.type = CAMERA_PERSPECTIVE; |
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// three models to show the shader on |
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Mesh torus = GenMeshTorus(.3, 1, 16, 32); |
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Model model1 = LoadModelFromMesh(torus); |
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Mesh cube = GenMeshCube(.8,.8,.8); |
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Model model2 = LoadModelFromMesh(cube); |
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// this one un shaded just so we can see the gaps in the other two |
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Mesh sphere = GenMeshSphere(1, 16, 16); |
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Model model3 = LoadModelFromMesh(sphere); |
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// load the shader |
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Shader shader = LoadShader("resources/shaders/glsl330/mask.vs", |
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"resources/shaders/glsl330/mask.fs"); |
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// apply the diffuse texture (colour map) |
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Texture tex = LoadTexture("resources/plasma.png"); |
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model1.materials[0].maps[MAP_DIFFUSE].texture = tex; |
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model2.materials[0].maps[MAP_DIFFUSE].texture = tex; |
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// using MAP_EMISSION as a spare slot to use for 2nd texture |
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// dont use MAP_IRRADIANCE, MAP_PREFILTER, or MAP_CUBEMAP |
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// as they are bound as cube maps (which don't see to work at all on my machine!) |
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Texture maskTx = LoadTexture("resources/mask.png"); |
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model1.materials[0].maps[MAP_EMISSION].texture = maskTx; |
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model2.materials[0].maps[MAP_EMISSION].texture = maskTx; |
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shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask"); |
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// frame is incremented each frame to animate the shader |
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int shaderFrame = GetShaderLocation(shader, "frame"); |
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// apply the shader to the two models |
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model1.materials[0].shader = shader; |
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model2.materials[0].shader = shader; |
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// frame counter |
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int frame = 0; |
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// model rotation |
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Vector3 ang = { 0 }; |
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SetTargetFPS(60); // Set to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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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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frame ++; |
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ang.x += 0.01; |
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ang.y += 0.005; |
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ang.z -= 0.0025; |
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// animate the shader |
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SetShaderValue(shader, shaderFrame, &frame, UNIFORM_INT); |
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// rotate one of the models |
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model1.transform = MatrixRotateXYZ(ang); |
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UpdateCamera(&camera); |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(DARKBLUE); |
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BeginMode3D(camera); |
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DrawModel(model1, (Vector3){0.5,0,0}, 1, WHITE); |
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DrawModelEx(model2, (Vector3){-.5,0,0}, (Vector3){1,1,0}, 50, (Vector3){1,1,1}, WHITE); |
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DrawModel(model3,(Vector3){0,0,-1.5}, 1, WHITE); |
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DrawGrid(10, 1.0f); // Draw a grid |
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EndMode3D(); |
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DrawFPS(10, 10); |
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int l = MeasureText(FormatText("Frame %i", frame), 20); |
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DrawRectangle(16, 698, l+8, 42, BLUE); |
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DrawText(FormatText("Frame %i", frame), 20, 700, 20, WHITE); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadModel(model1); |
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UnloadModel(model2); |
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UnloadModel(model3); |
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UnloadTexture(tex); |
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UnloadTexture(maskTx); |
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UnloadShader(shader); |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |
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