Added new examples: SHADERS
This commit is contained in:
parent
e5fe2c216e
commit
acc322b3e1
8 changed files with 408 additions and 0 deletions
108
examples/shaders_custom_uniform.c
Normal file
108
examples/shaders_custom_uniform.c
Normal file
|
@ -0,0 +1,108 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
|
||||||
|
*
|
||||||
|
* 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"
|
||||||
|
|
||||||
|
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 - custom uniform variable");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||||
|
|
||||||
|
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||||
|
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||||
|
SetModelTexture(&dwarf, texture); // Bind texture to model
|
||||||
|
|
||||||
|
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
|
||||||
|
|
||||||
|
Shader shader = LoadShader("resources/shaders/base.vs",
|
||||||
|
"resources/shaders/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
|
||||||
|
int swirlCenterLoc = GetShaderLocation(shader, "center");
|
||||||
|
|
||||||
|
float swirlCenter[2] = { screenWidth/2, screenHeight/2 };
|
||||||
|
|
||||||
|
SetPostproShader(shader); // Set fullscreen postprocessing shader
|
||||||
|
|
||||||
|
// Setup orbital camera
|
||||||
|
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||||
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
|
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
||||||
|
|
||||||
|
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
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
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);
|
||||||
|
|
||||||
|
Begin3dMode(camera);
|
||||||
|
|
||||||
|
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||||
|
|
||||||
|
DrawGrid(10.0, 1.0); // Draw a grid
|
||||||
|
|
||||||
|
End3dMode();
|
||||||
|
|
||||||
|
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
||||||
|
|
||||||
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadShader(shader); // Unload shader
|
||||||
|
UnloadTexture(texture); // Unload texture
|
||||||
|
UnloadModel(dwarf); // Unload model
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
examples/shaders_custom_uniform.png
Normal file
BIN
examples/shaders_custom_uniform.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 249 KiB |
93
examples/shaders_model_shader.c
Normal file
93
examples/shaders_model_shader.c
Normal file
|
@ -0,0 +1,93 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* 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 = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||||
|
|
||||||
|
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||||
|
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||||
|
Shader shader = LoadShader("resources/shaders/base.vs",
|
||||||
|
"resources/shaders/grayscale.fs"); // Load model shader
|
||||||
|
|
||||||
|
SetModelShader(&dwarf, shader); // Set shader effect to 3d model
|
||||||
|
SetModelTexture(&dwarf, texture); // Bind texture to model
|
||||||
|
|
||||||
|
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
|
||||||
|
|
||||||
|
// Setup orbital camera
|
||||||
|
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||||
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
|
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
||||||
|
|
||||||
|
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 internal camera and our camera
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
Begin3dMode(camera);
|
||||||
|
|
||||||
|
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||||
|
|
||||||
|
DrawGrid(10.0, 1.0); // Draw a grid
|
||||||
|
|
||||||
|
End3dMode();
|
||||||
|
|
||||||
|
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
||||||
|
|
||||||
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadShader(shader); // Unload shader
|
||||||
|
UnloadTexture(texture); // Unload texture
|
||||||
|
UnloadModel(dwarf); // Unload model
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
examples/shaders_model_shader.png
Normal file
BIN
examples/shaders_model_shader.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 139 KiB |
94
examples/shaders_postprocessing.c
Normal file
94
examples/shaders_postprocessing.c
Normal file
|
@ -0,0 +1,94 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [shaders] example - Apply a postprocessing shader to a scene
|
||||||
|
*
|
||||||
|
* 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"
|
||||||
|
|
||||||
|
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 - postprocessing shader");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||||
|
|
||||||
|
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||||
|
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||||
|
SetModelTexture(&dwarf, texture); // Bind texture to model
|
||||||
|
|
||||||
|
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
|
||||||
|
|
||||||
|
Shader shader = LoadShader("resources/shaders/base.vs",
|
||||||
|
"resources/shaders/bloom.fs"); // Load postpro shader
|
||||||
|
|
||||||
|
SetPostproShader(shader); // Set fullscreen postprocessing shader
|
||||||
|
|
||||||
|
// Setup orbital camera
|
||||||
|
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||||
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
|
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
||||||
|
|
||||||
|
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 internal camera and our camera
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
Begin3dMode(camera);
|
||||||
|
|
||||||
|
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||||
|
|
||||||
|
DrawGrid(10.0, 1.0); // Draw a grid
|
||||||
|
|
||||||
|
End3dMode();
|
||||||
|
|
||||||
|
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, BLACK);
|
||||||
|
|
||||||
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadShader(shader); // Unload shader
|
||||||
|
UnloadTexture(texture); // Unload texture
|
||||||
|
UnloadModel(dwarf); // Unload model
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
examples/shaders_postprocessing.png
Normal file
BIN
examples/shaders_postprocessing.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 217 KiB |
113
examples/shaders_shapes_textures.c
Normal file
113
examples/shaders_shapes_textures.c
Normal file
|
@ -0,0 +1,113 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [shaders] example - Apply a shader to some shape or texture
|
||||||
|
*
|
||||||
|
* 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"
|
||||||
|
|
||||||
|
#include <stdio.h>
|
||||||
|
#include <stdlib.h>
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
int screenWidth = 800;
|
||||||
|
int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
|
||||||
|
|
||||||
|
Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png");
|
||||||
|
|
||||||
|
// NOTE: This shader is a bit different than model/postprocessing shaders,
|
||||||
|
// it requires the color data for every vertice to use it in every shape or texture independently
|
||||||
|
Shader shader = LoadShader("resources/shaders/shapes_base.vs",
|
||||||
|
"resources/shaders/shapes_grayscale.fs");
|
||||||
|
|
||||||
|
// Shader usage is also different than models/postprocessing, shader is just activated when required
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// TODO: Update your variables here
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
// Start drawing with default shader
|
||||||
|
|
||||||
|
DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
|
||||||
|
|
||||||
|
DrawCircle(80, 120, 35, DARKBLUE);
|
||||||
|
DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
|
||||||
|
DrawCircleLines(80, 340, 80, DARKBLUE);
|
||||||
|
|
||||||
|
|
||||||
|
// Activate our custom shader to be applied on next shapes/textures drawings
|
||||||
|
SetCustomShader(shader);
|
||||||
|
|
||||||
|
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
|
||||||
|
|
||||||
|
DrawRectangle(250 - 60, 90, 120, 60, RED);
|
||||||
|
DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD);
|
||||||
|
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
|
||||||
|
|
||||||
|
// Activate our default shader for next drawings
|
||||||
|
SetDefaultShader();
|
||||||
|
|
||||||
|
DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
|
||||||
|
|
||||||
|
DrawTriangle((Vector2){430, 80},
|
||||||
|
(Vector2){430 - 60, 150},
|
||||||
|
(Vector2){430 + 60, 150}, VIOLET);
|
||||||
|
|
||||||
|
DrawTriangleLines((Vector2){430, 160},
|
||||||
|
(Vector2){430 - 20, 230},
|
||||||
|
(Vector2){430 + 20, 230}, DARKBLUE);
|
||||||
|
|
||||||
|
DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
|
||||||
|
|
||||||
|
// Activate our custom shader to be applied on next shapes/textures drawings
|
||||||
|
SetCustomShader(shader);
|
||||||
|
|
||||||
|
DrawTexture(sonic, 380, -10, WHITE); // Using custom shader
|
||||||
|
|
||||||
|
// Activate our default shader for next drawings
|
||||||
|
SetDefaultShader();
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadShader(shader); // Unload shader
|
||||||
|
UnloadTexture(sonic); // Unload texture
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
examples/shaders_shapes_textures.png
Normal file
BIN
examples/shaders_shapes_textures.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 108 KiB |
Loading…
Add table
Add a link
Reference in a new issue