shader.c 2.3 KB

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  1. #include <r3d/r3d.h>
  2. #include <raymath.h>
  3. #ifndef RESOURCES_PATH
  4. # define RESOURCES_PATH "./"
  5. #endif
  6. int main(void)
  7. {
  8. // Initialize window
  9. InitWindow(800, 450, "[r3d] - Shader example");
  10. SetTargetFPS(60);
  11. // Initialize R3D
  12. R3D_Init(GetScreenWidth(), GetScreenHeight());
  13. // Setup environment
  14. R3D_ENVIRONMENT_SET(ambient.color, (Color){10, 10, 10, 255});
  15. R3D_ENVIRONMENT_SET(bloom.mode, R3D_BLOOM_ADDITIVE);
  16. // Create meshes
  17. R3D_Mesh plane = R3D_GenMeshPlane(1000, 1000, 1, 1);
  18. R3D_Mesh torus = R3D_GenMeshTorus(0.5f, 0.1f, 32, 16);
  19. // Create material
  20. R3D_Material material = R3D_GetDefaultMaterial();
  21. material.shader = R3D_LoadSurfaceShader(RESOURCES_PATH "shaders/material.glsl");
  22. // Generate a texture for custom sampler
  23. Image image = GenImageChecked(512, 512, 16, 32, WHITE, BLACK);
  24. Texture texture = LoadTextureFromImage(image);
  25. UnloadImage(image);
  26. // Set custom sampler
  27. R3D_SetSurfaceShaderSampler(material.shader, "u_texture", texture);
  28. // Load a screen shader
  29. R3D_ScreenShader* shader = R3D_LoadScreenShader(RESOURCES_PATH "shaders/screen.glsl");
  30. R3D_SetScreenShaderChain(&shader, 1);
  31. // Create light
  32. R3D_Light light = R3D_CreateLight(R3D_LIGHT_SPOT);
  33. R3D_LightLookAt(light, (Vector3){0, 10, 5}, (Vector3){0});
  34. R3D_EnableShadow(light);
  35. R3D_SetLightActive(light, true);
  36. // Setup camera
  37. Camera3D camera = {
  38. .position = {0, 2, 2},
  39. .target = {0, 0, 0},
  40. .up = {0, 1, 0},
  41. .fovy = 60
  42. };
  43. // Main loop
  44. while (!WindowShouldClose())
  45. {
  46. UpdateCamera(&camera, CAMERA_ORBITAL);
  47. BeginDrawing();
  48. ClearBackground(RAYWHITE);
  49. float time = 2.0f * GetTime();
  50. R3D_SetScreenShaderUniform(shader, "u_time", &time);
  51. R3D_SetSurfaceShaderUniform(material.shader, "u_time", &time);
  52. R3D_Begin(camera);
  53. R3D_DrawMesh(plane, R3D_MATERIAL_BASE, (Vector3) {0, -0.5f, 0}, 1.0f);
  54. R3D_DrawMesh(torus, material, Vector3Zero(), 1.0f);
  55. R3D_End();
  56. EndDrawing();
  57. }
  58. // Cleanup
  59. R3D_UnloadSurfaceShader(material.shader);
  60. R3D_UnloadScreenShader(shader);
  61. R3D_UnloadMesh(torus);
  62. R3D_UnloadMesh(plane);
  63. R3D_Close();
  64. CloseWindow();
  65. return 0;
  66. }