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/******************************************************************************************* | |||
* | |||
* raylib [shaders] example - Apply a postprocessing shader and connect a 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 | |||
* | |||
* This example has been created using raylib 1.3 (www.raylib.com) | |||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |||
* | |||
* Copyright (c) 2015 Ramon Santamaria (@raysan5) | |||
* | |||
********************************************************************************************/ | |||
#include "raylib.h" | |||
int main() | |||
{ | |||
// Initialization | |||
//-------------------------------------------------------------------------------------- | |||
int screenWidth = 800; | |||
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 = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }}; | |||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model | |||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture | |||
SetModelTexture(&dwarf, texture); // Bind texture to model | |||
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position | |||
Shader shader = LoadShader("resources/shaders/base.vs", | |||
"resources/shaders/swirl.fs"); // Load postpro shader | |||
// 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] = { screenWidth/2, screenHeight/2 }; | |||
SetPostproShader(shader); // Set fullscreen postprocessing shader | |||
// Setup orbital camera | |||
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode | |||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position | |||
SetCameraTarget(camera.target); // Set internal camera target to match our camera target | |||
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 | |||
//---------------------------------------------------------------------------------- | |||
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, 2); | |||
UpdateCamera(&camera); // Update internal camera and our camera | |||
//---------------------------------------------------------------------------------- | |||
// Draw | |||
//---------------------------------------------------------------------------------- | |||
BeginDrawing(); | |||
ClearBackground(RAYWHITE); | |||
Begin3dMode(camera); | |||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture | |||
DrawGrid(10.0, 1.0); // Draw a grid | |||
End3dMode(); | |||
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY); | |||
DrawFPS(10, 10); | |||
EndDrawing(); | |||
//---------------------------------------------------------------------------------- | |||
} | |||
// De-Initialization | |||
//-------------------------------------------------------------------------------------- | |||
UnloadShader(shader); // Unload shader | |||
UnloadTexture(texture); // Unload texture | |||
UnloadModel(dwarf); // Unload model | |||
CloseWindow(); // Close window and OpenGL context | |||
//-------------------------------------------------------------------------------------- | |||
return 0; | |||
} |
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/******************************************************************************************* | |||
* | |||
* raylib [shaders] example - Apply a shader to a 3d model | |||
* | |||
* 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 | |||
* | |||
* This example has been created using raylib 1.3 (www.raylib.com) | |||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |||
* | |||
* Copyright (c) 2014 Ramon Santamaria (@raysan5) | |||
* | |||
********************************************************************************************/ | |||
#include "raylib.h" | |||
int main() | |||
{ | |||
// Initialization | |||
//-------------------------------------------------------------------------------------- | |||
int screenWidth = 800; | |||
int screenHeight = 450; | |||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) | |||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader"); | |||
// Define the camera to look into our 3d world | |||
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }}; | |||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model | |||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture | |||
Shader shader = LoadShader("resources/shaders/base.vs", | |||
"resources/shaders/grayscale.fs"); // Load model shader | |||
SetModelShader(&dwarf, shader); // Set shader effect to 3d model | |||
SetModelTexture(&dwarf, texture); // Bind texture to model | |||
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position | |||
// Setup orbital camera | |||
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode | |||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position | |||
SetCameraTarget(camera.target); // Set internal camera target to match our camera target | |||
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); // Update internal camera and our camera | |||
//---------------------------------------------------------------------------------- | |||
// Draw | |||
//---------------------------------------------------------------------------------- | |||
BeginDrawing(); | |||
ClearBackground(RAYWHITE); | |||
Begin3dMode(camera); | |||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture | |||
DrawGrid(10.0, 1.0); // Draw a grid | |||
End3dMode(); | |||
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY); | |||
DrawFPS(10, 10); | |||
EndDrawing(); | |||
//---------------------------------------------------------------------------------- | |||
} | |||
// De-Initialization | |||
//-------------------------------------------------------------------------------------- | |||
UnloadShader(shader); // Unload shader | |||
UnloadTexture(texture); // Unload texture | |||
UnloadModel(dwarf); // Unload model | |||
CloseWindow(); // Close window and OpenGL context | |||
//-------------------------------------------------------------------------------------- | |||
return 0; | |||
} |
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/******************************************************************************************* | |||
* | |||
* raylib [shaders] example - Apply a postprocessing shader to a scene | |||
* | |||
* 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 | |||
* | |||
* This example has been created using raylib 1.3 (www.raylib.com) | |||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |||
* | |||
* Copyright (c) 2015 Ramon Santamaria (@raysan5) | |||
* | |||
********************************************************************************************/ | |||
#include "raylib.h" | |||
int main() | |||
{ | |||
// Initialization | |||
//-------------------------------------------------------------------------------------- | |||
int screenWidth = 800; | |||
int screenHeight = 450; | |||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) | |||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader"); | |||
// Define the camera to look into our 3d world | |||
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }}; | |||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model | |||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture | |||
SetModelTexture(&dwarf, texture); // Bind texture to model | |||
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position | |||
Shader shader = LoadShader("resources/shaders/base.vs", | |||
"resources/shaders/bloom.fs"); // Load postpro shader | |||
SetPostproShader(shader); // Set fullscreen postprocessing shader | |||
// Setup orbital camera | |||
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode | |||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position | |||
SetCameraTarget(camera.target); // Set internal camera target to match our camera target | |||
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); // Update internal camera and our camera | |||
//---------------------------------------------------------------------------------- | |||
// Draw | |||
//---------------------------------------------------------------------------------- | |||
BeginDrawing(); | |||
ClearBackground(RAYWHITE); | |||
Begin3dMode(camera); | |||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture | |||
DrawGrid(10.0, 1.0); // Draw a grid | |||
End3dMode(); | |||
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, BLACK); | |||
DrawFPS(10, 10); | |||
EndDrawing(); | |||
//---------------------------------------------------------------------------------- | |||
} | |||
// De-Initialization | |||
//-------------------------------------------------------------------------------------- | |||
UnloadShader(shader); // Unload shader | |||
UnloadTexture(texture); // Unload texture | |||
UnloadModel(dwarf); // Unload model | |||
CloseWindow(); // Close window and OpenGL context | |||
//-------------------------------------------------------------------------------------- | |||
return 0; | |||
} |
@ -0,0 +1,113 @@ | |||
/******************************************************************************************* | |||
* | |||
* raylib [shaders] example - Apply a shader to some shape or texture | |||
* | |||
* 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 | |||
* | |||
* This example has been created using raylib 1.3 (www.raylib.com) | |||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |||
* | |||
* Copyright (c) 2015 Ramon Santamaria (@raysan5) | |||
* | |||
********************************************************************************************/ | |||
#include "raylib.h" | |||
#include <stdio.h> | |||
#include <stdlib.h> | |||
int main() | |||
{ | |||
// Initialization | |||
//-------------------------------------------------------------------------------------- | |||
int screenWidth = 800; | |||
int screenHeight = 450; | |||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders"); | |||
Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png"); | |||
// NOTE: This shader is a bit different than model/postprocessing shaders, | |||
// it requires the color data for every vertice to use it in every shape or texture independently | |||
Shader shader = LoadShader("resources/shaders/shapes_base.vs", | |||
"resources/shaders/shapes_grayscale.fs"); | |||
// Shader usage is also different than models/postprocessing, shader is just activated when required | |||
SetTargetFPS(60); | |||
//-------------------------------------------------------------------------------------- | |||
// Main game loop | |||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||
{ | |||
// Update | |||
//---------------------------------------------------------------------------------- | |||
// TODO: Update your variables here | |||
//---------------------------------------------------------------------------------- | |||
// Draw | |||
//---------------------------------------------------------------------------------- | |||
BeginDrawing(); | |||
ClearBackground(RAYWHITE); | |||
// Start drawing with default shader | |||
DrawText("USING DEFAULT SHADER", 20, 40, 10, RED); | |||
DrawCircle(80, 120, 35, DARKBLUE); | |||
DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE); | |||
DrawCircleLines(80, 340, 80, DARKBLUE); | |||
// Activate our custom shader to be applied on next shapes/textures drawings | |||
SetCustomShader(shader); | |||
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED); | |||
DrawRectangle(250 - 60, 90, 120, 60, RED); | |||
DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD); | |||
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE); | |||
// Activate our default shader for next drawings | |||
SetDefaultShader(); | |||
DrawText("USING DEFAULT SHADER", 370, 40, 10, RED); | |||
DrawTriangle((Vector2){430, 80}, | |||
(Vector2){430 - 60, 150}, | |||
(Vector2){430 + 60, 150}, VIOLET); | |||
DrawTriangleLines((Vector2){430, 160}, | |||
(Vector2){430 - 20, 230}, | |||
(Vector2){430 + 20, 230}, DARKBLUE); | |||
DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN); | |||
// Activate our custom shader to be applied on next shapes/textures drawings | |||
SetCustomShader(shader); | |||
DrawTexture(sonic, 380, -10, WHITE); // Using custom shader | |||
// Activate our default shader for next drawings | |||
SetDefaultShader(); | |||
EndDrawing(); | |||
//---------------------------------------------------------------------------------- | |||
} | |||
// De-Initialization | |||
//-------------------------------------------------------------------------------------- | |||
UnloadShader(shader); // Unload shader | |||
UnloadTexture(sonic); // Unload texture | |||
CloseWindow(); // Close window and OpenGL context | |||
//-------------------------------------------------------------------------------------- | |||
return 0; | |||
} |