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Added new examples: SHADERS

raysan5 10 years ago
parent
commit
acc322b3e1

+ 108 - 0
examples/shaders_custom_uniform.c

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+/*******************************************************************************************
+*
+*   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 = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
+
+    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 = { 0.0, 0.0, 0.0 };                                   // 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] = { screenWidth/2, 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(10.0, 1.0);     // 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;
+}

BIN
examples/shaders_custom_uniform.png


+ 93 - 0
examples/shaders_model_shader.c

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+/*******************************************************************************************
+*
+*   raylib [shaders] example - Apply a shader to a 3d model
+*
+*   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) 2014 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 - model shader");
+
+    // Define the camera to look into our 3d world
+    Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
+
+    Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
+    Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture
+    Shader shader = LoadShader("resources/shaders/base.vs", 
+                               "resources/shaders/grayscale.fs");           // Load model shader
+
+    SetModelShader(&dwarf, shader);         // Set shader effect to 3d model
+    SetModelTexture(&dwarf, texture);       // Bind texture to model
+    
+    Vector3 position = { 0.0, 0.0, 0.0 };   // Set model position
+    
+    // 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
+        //----------------------------------------------------------------------------------
+        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(10.0, 1.0);     // 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;
+}

BIN
examples/shaders_model_shader.png


+ 94 - 0
examples/shaders_postprocessing.c

@@ -0,0 +1,94 @@
+/*******************************************************************************************
+*
+*   raylib [shaders] example - Apply a postprocessing shader to a scene
+*
+*   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 - postprocessing shader");
+
+    // Define the camera to look into our 3d world
+    Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
+    
+    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 = { 0.0, 0.0, 0.0 };                                   // Set model position
+    
+    Shader shader = LoadShader("resources/shaders/base.vs", 
+                               "resources/shaders/bloom.fs");               // Load postpro shader
+
+    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
+        //----------------------------------------------------------------------------------
+        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(10.0, 1.0);     // Draw a grid
+
+            End3dMode();
+            
+            DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, BLACK);
+
+            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;
+}

BIN
examples/shaders_postprocessing.png


+ 113 - 0
examples/shaders_shapes_textures.c

@@ -0,0 +1,113 @@
+/*******************************************************************************************
+*
+*   raylib [shaders] example - Apply a shader to some shape or texture
+*
+*   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"
+
+#include <stdio.h>
+#include <stdlib.h>
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
+    
+    Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png");
+
+    // NOTE: This shader is a bit different than model/postprocessing shaders,
+    // it requires the color data for every vertice to use it in every shape or texture independently
+    Shader shader = LoadShader("resources/shaders/shapes_base.vs", 
+                               "resources/shaders/shapes_grayscale.fs");
+                               
+    // Shader usage is also different than models/postprocessing, shader is just activated when required
+    
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        // TODO: Update your variables here
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(RAYWHITE);
+            
+            // Start drawing with default shader
+
+            DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
+            
+            DrawCircle(80, 120, 35, DARKBLUE);
+            DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
+            DrawCircleLines(80, 340, 80, DARKBLUE);
+
+            
+            // Activate our custom shader to be applied on next shapes/textures drawings
+            SetCustomShader(shader);
+            
+            DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
+
+            DrawRectangle(250 - 60, 90, 120, 60, RED);
+            DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD);
+            DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
+
+            // Activate our default shader for next drawings
+            SetDefaultShader();
+            
+            DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
+            
+            DrawTriangle((Vector2){430, 80},
+                         (Vector2){430 - 60, 150},
+                         (Vector2){430 + 60, 150}, VIOLET);
+                         
+            DrawTriangleLines((Vector2){430, 160},
+                              (Vector2){430 - 20, 230},
+                              (Vector2){430 + 20, 230}, DARKBLUE);
+
+            DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
+            
+            // Activate our custom shader to be applied on next shapes/textures drawings
+            SetCustomShader(shader);
+
+            DrawTexture(sonic, 380, -10, WHITE);    // Using custom shader
+            
+            // Activate our default shader for next drawings
+            SetDefaultShader();
+            
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    UnloadShader(shader);   // Unload shader
+    UnloadTexture(sonic);   // Unload texture
+    
+    CloseWindow();          // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/shaders_shapes_textures.png