123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113 |
- -------------------------------------------------------------------------------------------
- --
- -- 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 1.6 (www.raylib.com)
- -- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- --
- -- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
- --
- -------------------------------------------------------------------------------------------
- -- Initialization
- -------------------------------------------------------------------------------------------
- local screenWidth = 800
- local 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
- local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
- local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
- local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
- dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture
- local position = Vector3(0.0, 0.0, 0.0) -- Set model position
- local shader = LoadShader("resources/shaders/glsl330/base.vs",
- "resources/shaders/glsl330/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
- local swirlCenterLoc = GetShaderLocation(shader, "center")
- local swirlCenter = { screenWidth/2, screenHeight/2 }
- -- Create a RenderTexture2D to be used for render to texture
- local target = LoadRenderTexture(screenWidth, screenHeight)
- -- Setup orbital camera
- SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode
- SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
- -------------------------------------------------------------------------------------------
- -- Main game loop
- while not WindowShouldClose() do -- Detect window close button or ESC key
- -- Update
- ---------------------------------------------------------------------------------------
- local mousePosition = GetMousePosition()
- swirlCenter[1] = mousePosition.x
- swirlCenter[2] = screenHeight - mousePosition.y
- -- Send new value to the shader to be used on drawing
- SetShaderValue(shader, swirlCenterLoc, swirlCenter)
-
- camera = UpdateCamera(camera) -- Update camera
- ---------------------------------------------------------------------------------------
- -- Draw
- ---------------------------------------------------------------------------------------
- BeginDrawing()
- ClearBackground(RAYWHITE)
-
- BeginTextureMode(target) -- Enable drawing to texture
- Begin3dMode(camera)
- DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
- DrawGrid(10, 1.0) -- Draw a grid
- End3dMode()
-
- DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED)
-
- EndTextureMode() -- End drawing to texture (now we have a texture available for next passes)
-
- BeginShaderMode(shader)
-
- -- NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
- DrawTextureRec(target.texture, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE)
-
- EndShaderMode()
-
- DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY)
- DrawFPS(10, 10)
- EndDrawing()
- ---------------------------------------------------------------------------------------
- end
- -- De-Initialization
- -------------------------------------------------------------------------------------------
- UnloadShader(shader) -- Unload shader
- UnloadTexture(texture) -- Unload texture
- UnloadModel(dwarf) -- Unload model
- UnloadRenderTexture(target) -- Unload render texture
- CloseWindow() -- Close window and OpenGL context
- -------------------------------------------------------------------------------------------
|