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- /*******************************************************************************************
- *
- * raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable (adapted for HTML5 platform)
- *
- * 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"
- #if defined(PLATFORM_WEB)
- #include <emscripten/emscripten.h>
- #endif
- //----------------------------------------------------------------------------------
- // Global Variables Definition
- //----------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
- // 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 }, 45.0f };
- Model dwarf; // OBJ model
- Texture2D texture; // Model texture
- Shader shader; // Postpro shader
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
- int swirlCenterLoc;
- float swirlCenter[2];
- RenderTexture2D target;
- //----------------------------------------------------------------------------------
- // Module Functions Declaration
- //----------------------------------------------------------------------------------
- void UpdateDrawFrame(void); // Update and Draw one frame
- //----------------------------------------------------------------------------------
- // Main Enry Point
- //----------------------------------------------------------------------------------
- int main()
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
- dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
- texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
- dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
- shader = LoadShader("resources/shaders/glsl100/base.vs",
- "resources/shaders/glsl100/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
- swirlCenterLoc = GetShaderLocation(shader, "center");
-
- swirlCenter[0] = (float)screenWidth/2;
- swirlCenter[1] = (float)screenHeight/2;
- // Create a RenderTexture2D to be used for render to texture
- target = LoadRenderTexture(screenWidth, screenHeight);
-
- // Setup orbital camera
- SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
- #if defined(PLATFORM_WEB)
- emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
- #else
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- UpdateDrawFrame();
- }
- #endif
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
- UnloadTexture(texture); // Unload texture
- UnloadModel(dwarf); // Unload model
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
- //----------------------------------------------------------------------------------
- // Module Functions Definition
- //----------------------------------------------------------------------------------
- void UpdateDrawFrame(void)
- {
- // 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);
- BeginTextureMode(target); // Enable drawing to texture
- Begin3dMode(camera);
- DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
- DrawGrid(10, 1.0f); // 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();
- //----------------------------------------------------------------------------------
- }
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