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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 = { 0 };
- camera.position = (Vector3){ 4.0f, 4.0f, 4.0f };
- camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
- camera.fovy = 45.0f;
- camera.type = CAMERA_PERSPECTIVE;
- Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
- Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
- Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
- "resources/shaders/glsl330/grayscale.fs"); // Load model shader
- model.material.shader = shader; // Set shader effect to 3d model
- model.material.maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
-
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
-
- SetCameraMode(camera, CAMERA_FREE); // Set an orbital camera mode
- 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 camera
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- BeginMode3D(camera);
- DrawModel(model, position, 0.2f, WHITE); // Draw 3d model with texture
- DrawGrid(10, 1.0f); // Draw a grid
- EndMode3D();
-
- DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY);
-
- DrawText(FormatText("Camera position: (%.2f, %.2f, %.2f)", camera.position.x, camera.position.y, camera.position.z), 600, 20, 10, BLACK);
- DrawText(FormatText("Camera target: (%.2f, %.2f, %.2f)", camera.target.x, camera.target.y, camera.target.z), 600, 40, 10, GRAY);
- DrawFPS(10, 10);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
- UnloadTexture(texture); // Unload texture
- UnloadModel(model); // Unload model
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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