2015-09-01 23:59:43 +03:00
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/*******************************************************************************************
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*
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* raylib [shaders] example - Apply a shader to a 3d model
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
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// Define the camera to look into our 3d world
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2018-04-11 11:13:00 +03:00
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Camera camera = { 0 };
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camera.position = (Vector3){ 3.0f, 3.0f, 3.0f };
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camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.type = CAMERA_PERSPECTIVE;
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2015-09-01 23:59:43 +03:00
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
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2016-04-07 13:32:32 +03:00
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/grayscale.fs"); // Load model shader
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2015-09-01 23:59:43 +03:00
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2017-07-21 18:17:37 +03:00
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dwarf.material.shader = shader; // Set shader effect to 3d model
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dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
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2015-09-01 23:59:43 +03:00
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2016-09-26 20:15:44 +03:00
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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2015-09-01 23:59:43 +03:00
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2016-11-22 14:15:58 +03:00
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SetCameraMode(camera, CAMERA_FREE); // Set an orbital camera mode
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2015-09-01 23:59:43 +03:00
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2016-09-26 20:15:44 +03:00
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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2015-09-01 23:59:43 +03:00
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//--------------------------------------------------------------------------------------
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// Main game loop
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2016-09-26 20:15:44 +03:00
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while (!WindowShouldClose()) // Detect window close button or ESC key
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2015-09-01 23:59:43 +03:00
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{
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// Update
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//----------------------------------------------------------------------------------
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2016-11-22 14:15:58 +03:00
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UpdateCamera(&camera); // Update camera
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2015-09-01 23:59:43 +03:00
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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2018-05-04 17:54:05 +03:00
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BeginMode3D(camera);
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2015-09-01 23:59:43 +03:00
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DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
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2016-01-16 14:52:55 +03:00
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DrawGrid(10, 1.0f); // Draw a grid
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2015-09-01 23:59:43 +03:00
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2018-05-04 17:54:05 +03:00
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EndMode3D();
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2015-09-01 23:59:43 +03:00
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
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2016-10-10 20:43:27 +03:00
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DrawText(FormatText("Camera position: (%.2f, %.2f, %.2f)", camera.position.x, camera.position.y, camera.position.z), 600, 20, 10, BLACK);
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DrawText(FormatText("Camera target: (%.2f, %.2f, %.2f)", camera.target.x, camera.target.y, camera.target.z), 600, 40, 10, GRAY);
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2015-09-01 23:59:43 +03:00
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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UnloadTexture(texture); // Unload texture
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UnloadModel(dwarf); // Unload model
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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