diff --git a/examples/Makefile b/examples/Makefile index 278cdee32..c4e7c57c6 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -437,6 +437,8 @@ EXAMPLES = \ shaders/shaders_julia_set \ shaders/shaders_eratosthenes \ shaders/shaders_basic_lighting \ + shaders/shaders_fog \ + shaders/shaders_simple \ audio/audio_module_playing \ audio/audio_music_stream \ audio/audio_raw_stream \ diff --git a/examples/shaders/resources/mask.png b/examples/shaders/resources/mask.png new file mode 100644 index 000000000..06a259787 Binary files /dev/null and b/examples/shaders/resources/mask.png differ diff --git a/examples/shaders/resources/plasma.png b/examples/shaders/resources/plasma.png new file mode 100644 index 000000000..01c2d8837 Binary files /dev/null and b/examples/shaders/resources/plasma.png differ diff --git a/examples/shaders/resources/shaders/glsl330/mask.fs b/examples/shaders/resources/shaders/glsl330/mask.fs new file mode 100644 index 000000000..a06279096 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/mask.fs @@ -0,0 +1,21 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; + +// Input uniform values +uniform sampler2D texture0; +uniform sampler2D mask; +uniform int frame; + +// Output fragment color +out vec4 finalColor; + +void main() +{ + vec4 maskColour = texture(mask, fragTexCoord+vec2(sin(-frame/150.0)/10.0,cos(-frame/170.0)/10.0)); + if (maskColour.r < 0.25) discard; + vec4 texelColor = texture(texture0, fragTexCoord+vec2(sin(frame/90.0)/8.0,cos(frame/60.0)/8.0)); + + finalColor = texelColor * maskColour; +} diff --git a/examples/shaders/resources/shaders/glsl330/mask.vs b/examples/shaders/resources/shaders/glsl330/mask.vs new file mode 100644 index 000000000..66a151617 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/mask.vs @@ -0,0 +1,21 @@ +#version 330 + +// Input vertex attributes +in vec3 vertexPosition; +in vec2 vertexTexCoord; + +// Input uniform values +uniform mat4 mvp; +uniform mat4 matModel; + +// Output vertex attributes (to fragment shader) +out vec2 fragTexCoord; + +void main() +{ + // Send vertex attributes to fragment shader + fragTexCoord = vertexTexCoord; + + // Calculate final vertex position + gl_Position = mvp*vec4(vertexPosition, 1.0); +} diff --git a/examples/shaders/shaders_simple.c b/examples/shaders/shaders_simple.c new file mode 100644 index 000000000..cf57e1267 --- /dev/null +++ b/examples/shaders/shaders_simple.c @@ -0,0 +1,153 @@ +/******************************************************************************************* +* +* raylib [shaders] example - demonstrates how you can use your own simple shaders in raylib +* +* 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 +* Three of the MAP are applied as cubic maps (see below) +* +********************************************************************************************/ + + +#include + +#include "raylib.h" +#include "raymath.h" + + +#define screenWidth 1280 +#define screenHeight 720 + + +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + 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; + + // 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); + + // this one un shaded just so we can 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"); + + // apply the diffuse texture (colour map) + Texture tex = LoadTexture("resources/plasma.png"); + model1.materials[0].maps[MAP_DIFFUSE].texture = tex; + model2.materials[0].maps[MAP_DIFFUSE].texture = tex; + + // using MAP_EMISSION as a spare slot to use for 2nd texture + // dont use MAP_IRRADIANCE, MAP_PREFILTER, or MAP_CUBEMAP + // as they are bound as cube maps (which don't see to work at all on my machine!) + Texture maskTx = LoadTexture("resources/mask.png"); + model1.materials[0].maps[MAP_EMISSION].texture = maskTx; + model2.materials[0].maps[MAP_EMISSION].texture = maskTx; + shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask"); + + // frame is incremented each frame to animate the shader + int shaderFrame = GetShaderLocation(shader, "frame"); + + // apply the shader to the two models + model1.materials[0].shader = shader; + model2.materials[0].shader = shader; + + + // frame counter + int frame = 0; + + // model rotation + Vector3 ang = { 0 }; + + SetTargetFPS(60); // Set to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + + frame ++; + ang.x += 0.01; + ang.y += 0.005; + ang.z -= 0.0025; + + // animate the shader + SetShaderValue(shader, shaderFrame, &frame, UNIFORM_INT); + + // rotate one of the models + model1.transform = MatrixRotateXYZ(ang); + + 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(); + + DrawFPS(10, 10); + + int l = MeasureText(FormatText("Frame %i", frame), 20); + DrawRectangle(16, 698, l+8, 42, BLUE); + DrawText(FormatText("Frame %i", frame), 20, 700, 20, WHITE); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + + UnloadModel(model1); + UnloadModel(model2); + UnloadModel(model3); + UnloadTexture(tex); + UnloadTexture(maskTx); + UnloadShader(shader); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +