|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shaders] example - model shader | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★★☆☆] 2/4 | 
						
						
							|  | * | 
						
						
							|  | *   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 | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 1.3, last time updated with raylib 3.7 | 
						
						
							|  | * | 
						
						
							|  | *   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) 2014-2025 Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
 | 
						
						
							|  | #include "raylib.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; | 
						
						
							|  | 
 | 
						
						
							|  |     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 = { 0 }; | 
						
						
							|  |     camera.position = (Vector3){ 4.0f, 4.0f, 4.0f };    // Camera position | 
						
						
							|  |     camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };     // 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 | 
						
						
							|  |  | 
						
						
							|  |     Model model = LoadModel("resources/models/watermill.obj");                   // Load OBJ model | 
						
						
							|  |     Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png");   // Load model texture | 
						
						
							|  |  | 
						
						
							|  |     // Load shader for model | 
						
						
							|  |     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader | 
						
						
							|  |     Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); | 
						
						
							|  | 
 | 
						
						
							|  |     model.materials[0].shader = shader;                 // Set shader effect to 3d model | 
						
						
							|  |     model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Bind texture to model | 
						
						
							|  |  | 
						
						
							|  |     Vector3 position = { 0.0f, 0.0f, 0.0f };    // Set model position | 
						
						
							|  |  | 
						
						
							|  |     DisableCursor();                    // Limit cursor to relative movement inside the window | 
						
						
							|  |     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, CAMERA_FREE); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
							|  | 
 | 
						
						
							|  |             ClearBackground(RAYWHITE); | 
						
						
							|  | 
 | 
						
						
							|  |             BeginMode3D(camera); | 
						
						
							|  | 
 | 
						
						
							|  |                 DrawModel(model, position, 0.2f, WHITE);   // Draw 3d model with texture | 
						
						
							|  |  | 
						
						
							|  |                 DrawGrid(10, 1.0f);     // Draw a grid | 
						
						
							|  |  | 
						
						
							|  |             EndMode3D(); | 
						
						
							|  | 
 | 
						
						
							|  |             DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY); | 
						
						
							|  | 
 | 
						
						
							|  |             DrawFPS(10, 10); | 
						
						
							|  | 
 | 
						
						
							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
 | 
						
						
							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadShader(shader);       // Unload shader | 
						
						
							|  |     UnloadTexture(texture);     // Unload texture | 
						
						
							|  |     UnloadModel(model);         // Unload model | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();              // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } |