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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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+*
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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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+*
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+* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
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+*
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+* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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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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+*
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+********************************************************************************************/
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+
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+
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+#include <stddef.h>
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+
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+#include "raylib.h"
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+#include "raymath.h"
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+
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+
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+#define screenWidth 1280
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+#define screenHeight 720
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+
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+
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+int main(void)
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+{
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+ // Initialization
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+ //--------------------------------------------------------------------------------------
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+ InitWindow(screenWidth, screenHeight, "raylib - simple shader");
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+
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+ // Define the camera to look into our 3d world
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+ Camera camera = { 0 };
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+ camera.position = (Vector3){ 0.0f, 1.0f, 2.0f };
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+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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+ camera.fovy = 45.0f;
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+ camera.type = CAMERA_PERSPECTIVE;
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+
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+ // 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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+
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+ Mesh cube = GenMeshCube(.8,.8,.8);
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+ Model model2 = LoadModelFromMesh(cube);
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+
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+ // this one un shaded just so we can 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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+
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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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+
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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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+
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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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+ shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
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+
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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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+
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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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+
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+
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+ // frame counter
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+ int frame = 0;
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+
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+ // model rotation
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+ Vector3 ang = { 0 };
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+
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+ SetTargetFPS(60); // Set to run at 60 frames-per-second
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+ //--------------------------------------------------------------------------------------
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+
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+
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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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+
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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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+
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+ // animate the shader
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+ SetShaderValue(shader, shaderFrame, &frame, UNIFORM_INT);
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+
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+ // rotate one of the models
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+ model1.transform = MatrixRotateXYZ(ang);
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+
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+ UpdateCamera(&camera);
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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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+
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+ ClearBackground(DARKBLUE);
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+
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+ BeginMode3D(camera);
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+
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+ DrawModel(model1, (Vector3){0.5,0,0}, 1, WHITE);
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+ DrawModelEx(model2, (Vector3){-.5,0,0}, (Vector3){1,1,0}, 50, (Vector3){1,1,1}, WHITE);
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+ DrawModel(model3,(Vector3){0,0,-1.5}, 1, WHITE);
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+ DrawGrid(10, 1.0f); // Draw a grid
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+
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+ EndMode3D();
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+
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+ DrawFPS(10, 10);
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+
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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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+
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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+ }
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+
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+ // De-Initialization
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+ //--------------------------------------------------------------------------------------
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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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+
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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+
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+
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