|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   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 | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 1.3, last time updated with raylib 4.0 | 
						
						
							|  | * | 
						
						
							|  | *   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) 2015-2023 Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #if defined(PLATFORM_DESKTOP) | 
						
						
							|  |     #define GLSL_VERSION            330 | 
						
						
							|  | #else   // PLATFORM_RPI, 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; | 
						
						
							|  | 
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							|  |     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 = { 0 }; | 
						
						
							|  |     camera.position = (Vector3){ 8.0f, 8.0f, 8.0f };    // Camera position | 
						
						
							|  |     camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };      // 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/barracks.obj");                   // Load OBJ model | 
						
						
							|  |     Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png");   // Load model texture (diffuse map) | 
						
						
							|  |     model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;                     // Set model diffuse texture | 
						
						
							|  |  | 
						
						
							|  |     Vector3 position = { 0.0f, 0.0f, 0.0f };                                    // Set model position | 
						
						
							|  |  | 
						
						
							|  |     // Load postprocessing shader | 
						
						
							|  |     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader | 
						
						
							|  |     Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION)); | 
						
						
							|  | 
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							|  |     // 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"); | 
						
						
							|  | 
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							|  |     float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 }; | 
						
						
							|  | 
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							|  |     // Create a RenderTexture2D to be used for render to texture | 
						
						
							|  |     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); | 
						
						
							|  | 
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							|  |     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_ORBITAL); | 
						
						
							|  |          | 
						
						
							|  |         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, SHADER_UNIFORM_VEC2); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginTextureMode(target);       // Enable drawing to texture | 
						
						
							|  |             ClearBackground(RAYWHITE);  // Clear texture background | 
						
						
							|  |  | 
						
						
							|  |             BeginMode3D(camera);        // Begin 3d mode drawing | 
						
						
							|  |                 DrawModel(model, position, 0.5f, WHITE);   // Draw 3d model with texture | 
						
						
							|  |                 DrawGrid(10, 1.0f);     // Draw a grid | 
						
						
							|  |             EndMode3D();                // End 3d mode drawing, returns to orthographic 2d mode | 
						
						
							|  |  | 
						
						
							|  |             DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED); | 
						
						
							|  |         EndTextureMode();               // End drawing to texture (now we have a texture available for next passes) | 
						
						
							|  |  | 
						
						
							|  |         BeginDrawing(); | 
						
						
							|  |             ClearBackground(RAYWHITE);  // Clear screen background | 
						
						
							|  |  | 
						
						
							|  |             // Enable shader using the custom uniform | 
						
						
							|  |             BeginShaderMode(shader); | 
						
						
							|  |                 // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) | 
						
						
							|  |                 DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE); | 
						
						
							|  |             EndShaderMode(); | 
						
						
							|  | 
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							|  |             // Draw some 2d text over drawn texture | 
						
						
							|  |             DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY); | 
						
						
							|  |             DrawFPS(10, 10); | 
						
						
							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadShader(shader);               // Unload shader | 
						
						
							|  |     UnloadTexture(texture);             // Unload texture | 
						
						
							|  |     UnloadModel(model);                 // Unload model | 
						
						
							|  |     UnloadRenderTexture(target);        // Unload render texture | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();                      // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } |