@ -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; | |||||
} |