| @ -0,0 +1,108 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * 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; | |||
| } | |||
| @ -0,0 +1,93 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * 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; | |||
| } | |||
| @ -0,0 +1,94 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * 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; | |||
| } | |||