|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shaders] example - Simple shader mask | 
						
						
							|  | * | 
						
						
							|  | *   This example has been created using raylib 2.5 (www.raylib.com) | 
						
						
							|  | *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | 
						
						
							|  | * | 
						
						
							|  | *   Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | *   Copyright (c) 2019 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ******************************************************************************************** | 
						
						
							|  | * | 
						
						
							|  | *   After a model is loaded it has a default material, this material can be | 
						
						
							|  | *   modified in place rather than creating one from scratch... | 
						
						
							|  | *   While all of the maps have particular names, they can be used for any purpose | 
						
						
							|  | *   except for three maps that are applied as cubic maps (see below) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  | #include "raymath.h" | 
						
						
							|  |  | 
						
						
							|  | #if defined(PLATFORM_DESKTOP) | 
						
						
							|  |     #define GLSL_VERSION            330 | 
						
						
							|  | #else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB | 
						
						
							|  |     #define GLSL_VERSION            100 | 
						
						
							|  | #endif | 
						
						
							|  |  | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib - simple shader mask"); | 
						
						
							|  | 
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							|  |     // Define the camera to look into our 3d world | 
						
						
							|  |     Camera camera = { 0 }; | 
						
						
							|  |     camera.position = (Vector3){ 0.0f, 1.0f, 2.0f }; | 
						
						
							|  |     camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; | 
						
						
							|  |     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; | 
						
						
							|  |     camera.fovy = 45.0f; | 
						
						
							|  |     camera.projection = CAMERA_PERSPECTIVE; | 
						
						
							|  | 
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							|  |     // Define our three models to show the shader on | 
						
						
							|  |     Mesh torus = GenMeshTorus(0.3f, 1, 16, 32); | 
						
						
							|  |     Model model1 = LoadModelFromMesh(torus); | 
						
						
							|  | 
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							|  |     Mesh cube = GenMeshCube(0.8f,0.8f,0.8f); | 
						
						
							|  |     Model model2 = LoadModelFromMesh(cube); | 
						
						
							|  | 
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							|  |     // Generate model to be shaded just to see the gaps in the other two | 
						
						
							|  |     Mesh sphere = GenMeshSphere(1, 16, 16); | 
						
						
							|  |     Model model3 = LoadModelFromMesh(sphere); | 
						
						
							|  | 
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							|  |     // Load the shader | 
						
						
							|  |     Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mask.fs", GLSL_VERSION)); | 
						
						
							|  | 
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							|  |     // Load and apply the diffuse texture (colour map) | 
						
						
							|  |     Texture texDiffuse = LoadTexture("resources/plasma.png"); | 
						
						
							|  |     model1.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse; | 
						
						
							|  |     model2.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse; | 
						
						
							|  | 
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							|  |     // Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture | 
						
						
							|  |     // NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or  MATERIAL_MAP_CUBEMAP as they are bound as cube maps | 
						
						
							|  |     Texture texMask = LoadTexture("resources/mask.png"); | 
						
						
							|  |     model1.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask; | 
						
						
							|  |     model2.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask; | 
						
						
							|  |     shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask"); | 
						
						
							|  | 
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							|  |     // Frame is incremented each frame to animate the shader | 
						
						
							|  |     int shaderFrame = GetShaderLocation(shader, "frame"); | 
						
						
							|  | 
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							|  |     // Apply the shader to the two models | 
						
						
							|  |     model1.materials[0].shader = shader; | 
						
						
							|  |     model2.materials[0].shader = shader; | 
						
						
							|  | 
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							|  |     int framesCounter = 0; | 
						
						
							|  |     Vector3 rotation = { 0 };       // Model rotation angles | 
						
						
							|  |  | 
						
						
							|  |     SetTargetFPS(60);               // Set  to run at 60 frames-per-second | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     // Main game loop | 
						
						
							|  |     while (!WindowShouldClose())    // Detect window close button or ESC key | 
						
						
							|  |     { | 
						
						
							|  |         // Update | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         framesCounter++; | 
						
						
							|  |         rotation.x += 0.01f; | 
						
						
							|  |         rotation.y += 0.005f; | 
						
						
							|  |         rotation.z -= 0.0025f; | 
						
						
							|  | 
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							|  |         // Send frames counter to shader for animation | 
						
						
							|  |         SetShaderValue(shader, shaderFrame, &framesCounter, SHADER_UNIFORM_INT); | 
						
						
							|  | 
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							|  |         // Rotate one of the models | 
						
						
							|  |         model1.transform = MatrixRotateXYZ(rotation); | 
						
						
							|  | 
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							|  |         UpdateCamera(&camera); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         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); | 
						
						
							|  |                 DrawModelEx(model2, (Vector3){-.5,0,0}, (Vector3){1,1,0}, 50, (Vector3){1,1,1}, WHITE); | 
						
						
							|  |                 DrawModel(model3,(Vector3){0,0,-1.5}, 1, WHITE); | 
						
						
							|  |                 DrawGrid(10, 1.0f);        // Draw a grid | 
						
						
							|  |  | 
						
						
							|  |             EndMode3D(); | 
						
						
							|  | 
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							|  |             DrawRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE); | 
						
						
							|  |             DrawText(TextFormat("Frame: %i", framesCounter), 20, 700, 20, WHITE); | 
						
						
							|  | 
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							|  |             DrawFPS(10, 10); | 
						
						
							|  | 
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadModel(model1); | 
						
						
							|  |     UnloadModel(model2); | 
						
						
							|  |     UnloadModel(model3); | 
						
						
							|  | 
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							|  |     UnloadTexture(texDiffuse);  // Unload default diffuse texture | 
						
						
							|  |     UnloadTexture(texMask);     // Unload texture mask | 
						
						
							|  |  | 
						
						
							|  |     UnloadShader(shader);       // Unload shader | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();              // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
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