2015-09-01 23:59:43 +03:00
|
|
|
/*******************************************************************************************
|
|
|
|
*
|
|
|
|
* 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)
|
|
|
|
*
|
|
|
|
********************************************************************************************/
|
|
|
|
|
|
|
|
#include "raylib.h"
|
|
|
|
|
2018-12-18 19:22:13 +03:00
|
|
|
#if defined(PLATFORM_DESKTOP)
|
|
|
|
#define GLSL_VERSION 330
|
|
|
|
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
|
|
#define GLSL_VERSION 100
|
|
|
|
#endif
|
|
|
|
|
2019-05-20 17:36:42 +03:00
|
|
|
int main(void)
|
2015-09-01 23:59:43 +03:00
|
|
|
{
|
|
|
|
// Initialization
|
|
|
|
//--------------------------------------------------------------------------------------
|
2019-05-20 17:36:42 +03:00
|
|
|
const int screenWidth = 800;
|
|
|
|
const int screenHeight = 450;
|
|
|
|
|
2015-09-01 23:59:43 +03:00
|
|
|
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
|
|
|
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
|
|
|
|
|
|
|
|
// Define the camera to look into our 3d world
|
2018-04-11 11:13:00 +03:00
|
|
|
Camera camera = { 0 };
|
2018-06-30 21:02:32 +03:00
|
|
|
camera.position = (Vector3){ 8.0f, 8.0f, 8.0f };
|
2018-04-11 11:13:00 +03:00
|
|
|
camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
|
|
|
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
|
|
|
camera.fovy = 45.0f;
|
2021-03-19 22:14:14 +03:00
|
|
|
camera.projection = CAMERA_PERSPECTIVE;
|
2015-09-01 23:59:43 +03:00
|
|
|
|
2018-06-30 21:02:32 +03:00
|
|
|
Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
|
|
|
|
Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
|
2021-03-14 13:05:51 +03:00
|
|
|
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
|
2015-09-01 23:59:43 +03:00
|
|
|
|
2018-12-18 19:22:13 +03:00
|
|
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
2019-05-20 17:36:42 +03:00
|
|
|
|
2018-12-18 19:22:13 +03:00
|
|
|
// Load postprocessing shader
|
|
|
|
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
2020-08-16 12:28:15 +03:00
|
|
|
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
|
2019-05-20 17:36:42 +03:00
|
|
|
|
2015-09-01 23:59:43 +03:00
|
|
|
// 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");
|
2019-05-20 17:36:42 +03:00
|
|
|
|
2016-01-16 14:52:55 +03:00
|
|
|
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
|
2019-05-20 17:36:42 +03:00
|
|
|
|
2016-04-01 11:39:33 +03:00
|
|
|
// Create a RenderTexture2D to be used for render to texture
|
2016-03-30 21:19:46 +03:00
|
|
|
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
2019-05-20 17:36:42 +03:00
|
|
|
|
2015-09-01 23:59:43 +03:00
|
|
|
// Setup orbital camera
|
2016-10-10 20:43:27 +03:00
|
|
|
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
2015-09-01 23:59:43 +03:00
|
|
|
|
2021-06-23 02:25:09 +03:00
|
|
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
2015-09-01 23:59:43 +03:00
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
// Main game loop
|
2021-06-23 02:25:09 +03:00
|
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
2015-09-01 23:59:43 +03:00
|
|
|
{
|
|
|
|
// Update
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
Vector2 mousePosition = GetMousePosition();
|
|
|
|
|
|
|
|
swirlCenter[0] = mousePosition.x;
|
|
|
|
swirlCenter[1] = screenHeight - mousePosition.y;
|
|
|
|
|
|
|
|
// Send new value to the shader to be used on drawing
|
2021-03-14 13:05:51 +03:00
|
|
|
SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
|
2019-05-20 17:36:42 +03:00
|
|
|
|
2021-06-23 02:25:09 +03:00
|
|
|
UpdateCamera(&camera); // Update camera
|
2015-09-01 23:59:43 +03:00
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
// Draw
|
|
|
|
//----------------------------------------------------------------------------------
|
2021-06-23 02:25:09 +03:00
|
|
|
BeginTextureMode(target); // Enable drawing to texture
|
|
|
|
ClearBackground(RAYWHITE); // Clear texture background
|
2015-09-01 23:59:43 +03:00
|
|
|
|
2021-06-23 02:25:09 +03:00
|
|
|
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
|
2015-09-01 23:59:43 +03:00
|
|
|
|
2021-06-23 02:25:09 +03:00
|
|
|
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
|
|
|
|
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
|
2019-05-20 17:36:42 +03:00
|
|
|
|
2021-06-23 02:25:09 +03:00
|
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE); // Clear screen background
|
2019-05-20 17:36:42 +03:00
|
|
|
|
2021-06-23 02:25:09 +03:00
|
|
|
// Enable shader using the custom uniform
|
2016-05-31 18:11:02 +03:00
|
|
|
BeginShaderMode(shader);
|
|
|
|
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
2021-04-25 19:50:26 +03:00
|
|
|
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
|
2016-05-31 18:11:02 +03:00
|
|
|
EndShaderMode();
|
2019-05-20 17:36:42 +03:00
|
|
|
|
2018-11-19 11:40:01 +03:00
|
|
|
// Draw some 2d text over drawn texture
|
2018-06-30 21:02:32 +03:00
|
|
|
DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
|
2015-09-01 23:59:43 +03:00
|
|
|
DrawFPS(10, 10);
|
|
|
|
EndDrawing();
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
}
|
|
|
|
|
|
|
|
// De-Initialization
|
|
|
|
//--------------------------------------------------------------------------------------
|
2021-06-23 02:25:09 +03:00
|
|
|
UnloadShader(shader); // Unload shader
|
|
|
|
UnloadTexture(texture); // Unload texture
|
|
|
|
UnloadModel(model); // Unload model
|
|
|
|
UnloadRenderTexture(target); // Unload render texture
|
2015-09-01 23:59:43 +03:00
|
|
|
|
2021-06-23 02:25:09 +03:00
|
|
|
CloseWindow(); // Close window and OpenGL context
|
2015-09-01 23:59:43 +03:00
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|