Example renamed
This commit is contained in:
parent
bdcb16e7bb
commit
3fcf2ee19a
1 changed files with 2 additions and 2 deletions
|
@ -1,139 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Simple shader
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************
|
||||
*
|
||||
* After a model is loaded it has a default material, this material can be
|
||||
* modified in place rather than creating one from scratch...
|
||||
* While all of the maps have particular names, they can be used for any purpose
|
||||
* except for three maps that are applied as cubic maps (see below)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib - simple shader");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 0.0f, 1.0f, 2.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.type = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Define our three models to show the shader on
|
||||
Mesh torus = GenMeshTorus(.3, 1, 16, 32);
|
||||
Model model1 = LoadModelFromMesh(torus);
|
||||
|
||||
Mesh cube = GenMeshCube(.8,.8,.8);
|
||||
Model model2 = LoadModelFromMesh(cube);
|
||||
|
||||
// Generate model to be shaded just to see the gaps in the other two
|
||||
Mesh sphere = GenMeshSphere(1, 16, 16);
|
||||
Model model3 = LoadModelFromMesh(sphere);
|
||||
|
||||
// Load the shader
|
||||
Shader shader = LoadShader("resources/shaders/glsl330/mask.vs", "resources/shaders/glsl330/mask.fs");
|
||||
|
||||
// Load and apply the diffuse texture (colour map)
|
||||
Texture texDiffuse = LoadTexture("resources/plasma.png");
|
||||
model1.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
|
||||
model2.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
|
||||
|
||||
// Using MAP_EMISSION as a spare slot to use for 2nd texture
|
||||
// NOTE: Don't use MAP_IRRADIANCE, MAP_PREFILTER or MAP_CUBEMAP
|
||||
// as they are bound as cube maps
|
||||
Texture texMask = LoadTexture("resources/mask.png");
|
||||
model1.materials[0].maps[MAP_EMISSION].texture = texMask;
|
||||
model2.materials[0].maps[MAP_EMISSION].texture = texMask;
|
||||
shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
|
||||
|
||||
// Frame is incremented each frame to animate the shader
|
||||
int shaderFrame = GetShaderLocation(shader, "framesCounter");
|
||||
|
||||
// Apply the shader to the two models
|
||||
model1.materials[0].shader = shader;
|
||||
model2.materials[0].shader = shader;
|
||||
|
||||
int framesCounter = 0;
|
||||
Vector3 rotation = { 0 }; // Model rotation angles
|
||||
|
||||
SetTargetFPS(60); // Set to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
framesCounter++;
|
||||
rotation.x += 0.01f;
|
||||
rotation.y += 0.005f;
|
||||
rotation.z -= 0.0025f;
|
||||
|
||||
// Send frames counter to shader for animation
|
||||
SetShaderValue(shader, shaderFrame, &framesCounter, UNIFORM_INT);
|
||||
|
||||
// Rotate one of the models
|
||||
model1.transform = MatrixRotateXYZ(rotation);
|
||||
|
||||
UpdateCamera(&camera);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(DARKBLUE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model1, (Vector3){0.5,0,0}, 1, WHITE);
|
||||
DrawModelEx(model2, (Vector3){-.5,0,0}, (Vector3){1,1,0}, 50, (Vector3){1,1,1}, WHITE);
|
||||
DrawModel(model3,(Vector3){0,0,-1.5}, 1, WHITE);
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawRectangle(16, 698, MeasureText(FormatText("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
|
||||
DrawText(FormatText("Frame: %i", framesCounter), 20, 700, 20, WHITE);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(model1);
|
||||
UnloadModel(model2);
|
||||
UnloadModel(model3);
|
||||
|
||||
UnloadTexture(texDiffuse); // Unload default diffuse texture
|
||||
UnloadTexture(texMask); // Unload texture mask
|
||||
|
||||
UnloadShader(shader); // Unload shader
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue