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@ -100,9 +100,8 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// user must unload shaders and textures as they could be in use
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// by other models....
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UnloadShader(model.materials[0].shader);
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// Shaders and textures must be unloaded by user,
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// they could be in use by other models
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UnloadTexture(model.materials[0].maps[MAP_ALBEDO].texture);
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UnloadTexture(model.materials[0].maps[MAP_NORMAL].texture);
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UnloadTexture(model.materials[0].maps[MAP_METALNESS].texture);
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@ -111,6 +110,7 @@ int main(void)
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UnloadTexture(model.materials[0].maps[MAP_IRRADIANCE].texture);
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UnloadTexture(model.materials[0].maps[MAP_PREFILTER].texture);
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UnloadTexture(model.materials[0].maps[MAP_BRDF].texture);
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UnloadShader(model.materials[0].shader);
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UnloadModel(model); // Unload model
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - demonstrates how you can use your own simple shaders in raylib
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* raylib [shaders] example - Simple shader
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*
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* This example has been created using raylib 2.5 (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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@ -11,28 +11,23 @@
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*
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********************************************************************************************
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*
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* after a model is loaded it has a default material, this material can be modified in place
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* rather than creating one from scratch...
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* While all of the MAPs have particular names, they can be used for any purpose
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* Three of the MAP are applied as cubic maps (see below)
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* After a model is loaded it has a default material, this material can be
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* modified in place rather than creating one from scratch...
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* While all of the maps have particular names, they can be used for any purpose
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* except for three maps that are applied as cubic maps (see below)
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*
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********************************************************************************************/
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#include <stddef.h>
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#include "raylib.h"
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#include "raymath.h"
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#define screenWidth 1280
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#define screenHeight 720
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib - simple shader");
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// Define the camera to look into our 3d world
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@ -43,71 +38,64 @@ int main(void)
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camera.fovy = 45.0f;
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camera.type = CAMERA_PERSPECTIVE;
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// three models to show the shader on
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// Define our three models to show the shader on
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Mesh torus = GenMeshTorus(.3, 1, 16, 32);
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Model model1 = LoadModelFromMesh(torus);
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Mesh cube = GenMeshCube(.8,.8,.8);
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Model model2 = LoadModelFromMesh(cube);
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// this one un shaded just so we can see the gaps in the other two
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// Generate model to be shaded just to see the gaps in the other two
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Mesh sphere = GenMeshSphere(1, 16, 16);
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Model model3 = LoadModelFromMesh(sphere);
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// load the shader
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Shader shader = LoadShader("resources/shaders/glsl330/mask.vs",
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"resources/shaders/glsl330/mask.fs");
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// Load the shader
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Shader shader = LoadShader("resources/shaders/glsl330/mask.vs", "resources/shaders/glsl330/mask.fs");
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// apply the diffuse texture (colour map)
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Texture tex = LoadTexture("resources/plasma.png");
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model1.materials[0].maps[MAP_DIFFUSE].texture = tex;
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model2.materials[0].maps[MAP_DIFFUSE].texture = tex;
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// Load and apply the diffuse texture (colour map)
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Texture texDiffuse = LoadTexture("resources/plasma.png");
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model1.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
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model2.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
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// using MAP_EMISSION as a spare slot to use for 2nd texture
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// dont use MAP_IRRADIANCE, MAP_PREFILTER, or MAP_CUBEMAP
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// as they are bound as cube maps (which don't see to work at all on my machine!)
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Texture maskTx = LoadTexture("resources/mask.png");
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model1.materials[0].maps[MAP_EMISSION].texture = maskTx;
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model2.materials[0].maps[MAP_EMISSION].texture = maskTx;
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// Using MAP_EMISSION as a spare slot to use for 2nd texture
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// NOTE: Don't use MAP_IRRADIANCE, MAP_PREFILTER or MAP_CUBEMAP
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// as they are bound as cube maps
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Texture texMask = LoadTexture("resources/mask.png");
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model1.materials[0].maps[MAP_EMISSION].texture = texMask;
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model2.materials[0].maps[MAP_EMISSION].texture = texMask;
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shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
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// frame is incremented each frame to animate the shader
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int shaderFrame = GetShaderLocation(shader, "frame");
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// Frame is incremented each frame to animate the shader
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int shaderFrame = GetShaderLocation(shader, "framesCounter");
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// apply the shader to the two models
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// Apply the shader to the two models
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model1.materials[0].shader = shader;
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model2.materials[0].shader = shader;
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// frame counter
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int frame = 0;
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// model rotation
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Vector3 ang = { 0 };
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int framesCounter = 0;
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Vector3 rotation = { 0 }; // Model rotation angles
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SetTargetFPS(60); // Set to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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framesCounter++;
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rotation.x += 0.01f;
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rotation.y += 0.005f;
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rotation.z -= 0.0025f;
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frame ++;
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ang.x += 0.01;
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ang.y += 0.005;
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ang.z -= 0.0025;
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// Send frames counter to shader for animation
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SetShaderValue(shader, shaderFrame, &framesCounter, UNIFORM_INT);
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// animate the shader
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SetShaderValue(shader, shaderFrame, &frame, UNIFORM_INT);
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// rotate one of the models
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model1.transform = MatrixRotateXYZ(ang);
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// Rotate one of the models
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model1.transform = MatrixRotateXYZ(rotation);
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UpdateCamera(&camera);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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@ -124,11 +112,10 @@ int main(void)
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EndMode3D();
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DrawFPS(10, 10);
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DrawRectangle(16, 698, MeasureText(FormatText("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
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DrawText(FormatText("Frame: %i", framesCounter), 20, 700, 20, WHITE);
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int l = MeasureText(FormatText("Frame %i", frame), 20);
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DrawRectangle(16, 698, l+8, 42, BLUE);
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DrawText(FormatText("Frame %i", frame), 20, 700, 20, WHITE);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -136,18 +123,17 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(model1);
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UnloadModel(model2);
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UnloadModel(model3);
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UnloadTexture(tex);
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UnloadTexture(maskTx);
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UnloadShader(shader);
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UnloadTexture(texDiffuse); // Unload default diffuse texture
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UnloadTexture(texMask); // Unload texture mask
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UnloadShader(shader); // Unload shader
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CloseWindow(); // Close window and OpenGL context
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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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@ -2921,7 +2921,8 @@ static Model LoadOBJ(const char *fileName)
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tinyobj_attrib_free(&attrib);
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tinyobj_shapes_free(meshes, meshCount);
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tinyobj_materials_free(materials, materialCount);
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RL_FREE(data); // oh ray how did you miss this...! :-p
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RL_FREE(data);
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}
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// NOTE: At this point we have all model data loaded
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@ -2967,8 +2967,8 @@ char *LoadText(const char *fileName)
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Shader LoadShader(const char *vsFileName, const char *fsFileName)
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{
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Shader shader = { 0 };
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// double allocation causing leak (allocation done in LoadShaderCode)
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//shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
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// NOTE: Shader.locs is allocated by LoadShaderCode()
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char *vShaderStr = NULL;
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char *fShaderStr = NULL;
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