/******************************************************************************************* * * 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" int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; 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 Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture SetModelTexture(&dwarf, texture); // Bind texture to model Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position Shader shader = LoadShader("resources/shaders/base.vs", "resources/shaders/swirl.fs"); // Load postpro shader // 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"); float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 }; SetPostproShader(shader); // Set fullscreen postprocessing shader // Setup orbital camera SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode SetCameraPosition(camera.position); // Set internal camera position to match our camera position SetCameraTarget(camera.target); // Set internal camera target to match our camera target 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 //---------------------------------------------------------------------------------- Vector2 mousePosition = GetMousePosition(); swirlCenter[0] = mousePosition.x; swirlCenter[1] = screenHeight - mousePosition.y; // Send new value to the shader to be used on drawing SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2); UpdateCamera(&camera); // Update internal camera and our camera //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); Begin3dMode(camera); DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture DrawGrid(10, 1.0f); // Draw a grid End3dMode(); DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); // Unload shader UnloadTexture(texture); // Unload texture UnloadModel(dwarf); // Unload model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }