Reviewed some examples to work on RPI

This commit is contained in:
Ray 2018-12-18 17:22:13 +01:00
parent db96cf4a8b
commit 8f95518858
4 changed files with 37 additions and 13 deletions

View file

@ -18,6 +18,12 @@
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main()
{
// Initialization
@ -41,10 +47,11 @@ int main()
Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
model.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/swirl.fs"); // Load postpro shader
// Load postprocessing shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
// 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

View file

@ -18,6 +18,12 @@
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main()
{
// Initialization
@ -39,8 +45,10 @@ int main()
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
// Load shader for model
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
model.material.shader = shader; // Set shader effect to 3d model
model.material.maps[MAP_DIFFUSE].texture = texture; // Bind texture to model

View file

@ -18,6 +18,12 @@
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main()
{
// Initialization
@ -29,9 +35,10 @@ int main()
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/grayscale.fs");
// Load shader to be used on some parts drawing
// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
SetTargetFPS(60);
//--------------------------------------------------------------------------------------