contributed simple shader example (#973)

Contributed simple shader example
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chriscamacho 2019-09-22 20:28:50 +01:00 committed by Ray
parent acedf4a0d5
commit a679b0ccc0
6 changed files with 197 additions and 0 deletions

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@ -437,6 +437,8 @@ EXAMPLES = \
shaders/shaders_julia_set \
shaders/shaders_eratosthenes \
shaders/shaders_basic_lighting \
shaders/shaders_fog \
shaders/shaders_simple \
audio/audio_module_playing \
audio/audio_music_stream \
audio/audio_raw_stream \

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D mask;
uniform int frame;
// Output fragment color
out vec4 finalColor;
void main()
{
vec4 maskColour = texture(mask, fragTexCoord+vec2(sin(-frame/150.0)/10.0,cos(-frame/170.0)/10.0));
if (maskColour.r < 0.25) discard;
vec4 texelColor = texture(texture0, fragTexCoord+vec2(sin(frame/90.0)/8.0,cos(frame/60.0)/8.0));
finalColor = texelColor * maskColour;
}

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#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

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/*******************************************************************************************
*
* raylib [shaders] example - demonstrates how you can use your own simple shaders in raylib
*
* 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 (@codifies) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Chris Camacho (@codifies) 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
* Three of the MAP are applied as cubic maps (see below)
*
********************************************************************************************/
#include <stddef.h>
#include "raylib.h"
#include "raymath.h"
#define screenWidth 1280
#define screenHeight 720
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib - simple shader");
// 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.type = CAMERA_PERSPECTIVE;
// three models to show the shader on
Mesh torus = GenMeshTorus(.3, 1, 16, 32);
Model model1 = LoadModelFromMesh(torus);
Mesh cube = GenMeshCube(.8,.8,.8);
Model model2 = LoadModelFromMesh(cube);
// this one un shaded just so we can see the gaps in the other two
Mesh sphere = GenMeshSphere(1, 16, 16);
Model model3 = LoadModelFromMesh(sphere);
// load the shader
Shader shader = LoadShader("resources/shaders/glsl330/mask.vs",
"resources/shaders/glsl330/mask.fs");
// apply the diffuse texture (colour map)
Texture tex = LoadTexture("resources/plasma.png");
model1.materials[0].maps[MAP_DIFFUSE].texture = tex;
model2.materials[0].maps[MAP_DIFFUSE].texture = tex;
// using MAP_EMISSION as a spare slot to use for 2nd texture
// dont use MAP_IRRADIANCE, MAP_PREFILTER, or MAP_CUBEMAP
// as they are bound as cube maps (which don't see to work at all on my machine!)
Texture maskTx = LoadTexture("resources/mask.png");
model1.materials[0].maps[MAP_EMISSION].texture = maskTx;
model2.materials[0].maps[MAP_EMISSION].texture = maskTx;
shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
// frame is incremented each frame to animate the shader
int shaderFrame = GetShaderLocation(shader, "frame");
// apply the shader to the two models
model1.materials[0].shader = shader;
model2.materials[0].shader = shader;
// frame counter
int frame = 0;
// model rotation
Vector3 ang = { 0 };
SetTargetFPS(60); // Set to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
frame ++;
ang.x += 0.01;
ang.y += 0.005;
ang.z -= 0.0025;
// animate the shader
SetShaderValue(shader, shaderFrame, &frame, UNIFORM_INT);
// rotate one of the models
model1.transform = MatrixRotateXYZ(ang);
UpdateCamera(&camera);
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(DARKBLUE);
BeginMode3D(camera);
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();
DrawFPS(10, 10);
int l = MeasureText(FormatText("Frame %i", frame), 20);
DrawRectangle(16, 698, l+8, 42, BLUE);
DrawText(FormatText("Frame %i", frame), 20, 700, 20, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model1);
UnloadModel(model2);
UnloadModel(model3);
UnloadTexture(tex);
UnloadTexture(maskTx);
UnloadShader(shader);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}