|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   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) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #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"); | 
						
						
							|  | 
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							|  |     // Define the camera to look into our 3d world | 
						
						
							|  |     Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; | 
						
						
							|  | 
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							|  |     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model | 
						
						
							|  |     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map) | 
						
						
							|  |     dwarf.material.maps[MAP_DIFFUSE].texture = texture;                     // Set dwarf model diffuse texture | 
						
						
							|  |  | 
						
						
							|  |     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position | 
						
						
							|  |      | 
						
						
							|  |     Shader shader = LoadShader("resources/shaders/glsl330/base.vs",  | 
						
						
							|  |                                "resources/shaders/glsl330/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] = { (float)screenWidth/2, (float)screenHeight/2 }; | 
						
						
							|  |      | 
						
						
							|  |     // Create a RenderTexture2D to be used for render to texture | 
						
						
							|  |     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); | 
						
						
							|  |      | 
						
						
							|  |     // Setup orbital camera | 
						
						
							|  |     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode | 
						
						
							|  |  | 
						
						
							|  |     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(); | 
						
						
							|  | 
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							|  |         swirlCenter[0] = mousePosition.x; | 
						
						
							|  |         swirlCenter[1] = screenHeight - mousePosition.y; | 
						
						
							|  | 
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							|  |         // Send new value to the shader to be used on drawing | 
						
						
							|  |         SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2); | 
						
						
							|  |          | 
						
						
							|  |         UpdateCamera(&camera);              // Update camera | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
							|  | 
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							|  |             ClearBackground(RAYWHITE); | 
						
						
							|  |              | 
						
						
							|  |             BeginTextureMode(target);   // Enable drawing to texture | 
						
						
							|  |  | 
						
						
							|  |                 Begin3dMode(camera); | 
						
						
							|  | 
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							|  |                     DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture | 
						
						
							|  |  | 
						
						
							|  |                     DrawGrid(10, 1.0f);     // Draw a grid | 
						
						
							|  |  | 
						
						
							|  |                 End3dMode(); | 
						
						
							|  |                  | 
						
						
							|  |                 DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED); | 
						
						
							|  |              | 
						
						
							|  |             EndTextureMode();           // End drawing to texture (now we have a texture available for next passes) | 
						
						
							|  |              | 
						
						
							|  |             BeginShaderMode(shader); | 
						
						
							|  |              | 
						
						
							|  |                 // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) | 
						
						
							|  |                 DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); | 
						
						
							|  |              | 
						
						
							|  |             EndShaderMode(); | 
						
						
							|  |              | 
						
						
							|  |             DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY); | 
						
						
							|  | 
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							|  |             DrawFPS(10, 10); | 
						
						
							|  | 
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadShader(shader);           // Unload shader | 
						
						
							|  |     UnloadTexture(texture);         // Unload texture | 
						
						
							|  |     UnloadModel(dwarf);             // Unload model | 
						
						
							|  |     UnloadRenderTexture(target);    // Unload render texture | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();                  // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } |