Review PR and comments
This commit is contained in:
parent
a679b0ccc0
commit
bdcb16e7bb
4 changed files with 52 additions and 65 deletions
|
@ -100,9 +100,8 @@ int main(void)
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// user must unload shaders and textures as they could be in use
|
// Shaders and textures must be unloaded by user,
|
||||||
// by other models....
|
// they could be in use by other models
|
||||||
UnloadShader(model.materials[0].shader);
|
|
||||||
UnloadTexture(model.materials[0].maps[MAP_ALBEDO].texture);
|
UnloadTexture(model.materials[0].maps[MAP_ALBEDO].texture);
|
||||||
UnloadTexture(model.materials[0].maps[MAP_NORMAL].texture);
|
UnloadTexture(model.materials[0].maps[MAP_NORMAL].texture);
|
||||||
UnloadTexture(model.materials[0].maps[MAP_METALNESS].texture);
|
UnloadTexture(model.materials[0].maps[MAP_METALNESS].texture);
|
||||||
|
@ -111,6 +110,7 @@ int main(void)
|
||||||
UnloadTexture(model.materials[0].maps[MAP_IRRADIANCE].texture);
|
UnloadTexture(model.materials[0].maps[MAP_IRRADIANCE].texture);
|
||||||
UnloadTexture(model.materials[0].maps[MAP_PREFILTER].texture);
|
UnloadTexture(model.materials[0].maps[MAP_PREFILTER].texture);
|
||||||
UnloadTexture(model.materials[0].maps[MAP_BRDF].texture);
|
UnloadTexture(model.materials[0].maps[MAP_BRDF].texture);
|
||||||
|
UnloadShader(model.materials[0].shader);
|
||||||
|
|
||||||
UnloadModel(model); // Unload model
|
UnloadModel(model); // Unload model
|
||||||
|
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [shaders] example - demonstrates how you can use your own simple shaders in raylib
|
* raylib [shaders] example - Simple shader
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
* 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)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
|
@ -11,28 +11,23 @@
|
||||||
*
|
*
|
||||||
********************************************************************************************
|
********************************************************************************************
|
||||||
*
|
*
|
||||||
* after a model is loaded it has a default material, this material can be modified in place
|
* After a model is loaded it has a default material, this material can be
|
||||||
* rather than creating one from scratch...
|
* modified in place rather than creating one from scratch...
|
||||||
* While all of the MAPs have particular names, they can be used for any purpose
|
* 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)
|
* except for three maps that are applied as cubic maps (see below)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
|
|
||||||
#include <stddef.h>
|
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
#include "raymath.h"
|
#include "raymath.h"
|
||||||
|
|
||||||
|
|
||||||
#define screenWidth 1280
|
|
||||||
#define screenHeight 720
|
|
||||||
|
|
||||||
|
|
||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
// Initialization
|
// Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib - simple shader");
|
InitWindow(screenWidth, screenHeight, "raylib - simple shader");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
|
@ -43,71 +38,64 @@ int main(void)
|
||||||
camera.fovy = 45.0f;
|
camera.fovy = 45.0f;
|
||||||
camera.type = CAMERA_PERSPECTIVE;
|
camera.type = CAMERA_PERSPECTIVE;
|
||||||
|
|
||||||
// three models to show the shader on
|
// Define our three models to show the shader on
|
||||||
Mesh torus = GenMeshTorus(.3, 1, 16, 32);
|
Mesh torus = GenMeshTorus(.3, 1, 16, 32);
|
||||||
Model model1 = LoadModelFromMesh(torus);
|
Model model1 = LoadModelFromMesh(torus);
|
||||||
|
|
||||||
Mesh cube = GenMeshCube(.8,.8,.8);
|
Mesh cube = GenMeshCube(.8,.8,.8);
|
||||||
Model model2 = LoadModelFromMesh(cube);
|
Model model2 = LoadModelFromMesh(cube);
|
||||||
|
|
||||||
// this one un shaded just so we can see the gaps in the other two
|
// Generate model to be shaded just to see the gaps in the other two
|
||||||
Mesh sphere = GenMeshSphere(1, 16, 16);
|
Mesh sphere = GenMeshSphere(1, 16, 16);
|
||||||
Model model3 = LoadModelFromMesh(sphere);
|
Model model3 = LoadModelFromMesh(sphere);
|
||||||
|
|
||||||
// load the shader
|
// Load the shader
|
||||||
Shader shader = LoadShader("resources/shaders/glsl330/mask.vs",
|
Shader shader = LoadShader("resources/shaders/glsl330/mask.vs", "resources/shaders/glsl330/mask.fs");
|
||||||
"resources/shaders/glsl330/mask.fs");
|
|
||||||
|
|
||||||
// apply the diffuse texture (colour map)
|
// Load and apply the diffuse texture (colour map)
|
||||||
Texture tex = LoadTexture("resources/plasma.png");
|
Texture texDiffuse = LoadTexture("resources/plasma.png");
|
||||||
model1.materials[0].maps[MAP_DIFFUSE].texture = tex;
|
model1.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
|
||||||
model2.materials[0].maps[MAP_DIFFUSE].texture = tex;
|
model2.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
|
||||||
|
|
||||||
// using MAP_EMISSION as a spare slot to use for 2nd texture
|
// Using MAP_EMISSION as a spare slot to use for 2nd texture
|
||||||
// dont use MAP_IRRADIANCE, MAP_PREFILTER, or MAP_CUBEMAP
|
// NOTE: Don't 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!)
|
// as they are bound as cube maps
|
||||||
Texture maskTx = LoadTexture("resources/mask.png");
|
Texture texMask = LoadTexture("resources/mask.png");
|
||||||
model1.materials[0].maps[MAP_EMISSION].texture = maskTx;
|
model1.materials[0].maps[MAP_EMISSION].texture = texMask;
|
||||||
model2.materials[0].maps[MAP_EMISSION].texture = maskTx;
|
model2.materials[0].maps[MAP_EMISSION].texture = texMask;
|
||||||
shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
|
shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
|
||||||
|
|
||||||
// frame is incremented each frame to animate the shader
|
// Frame is incremented each frame to animate the shader
|
||||||
int shaderFrame = GetShaderLocation(shader, "frame");
|
int shaderFrame = GetShaderLocation(shader, "framesCounter");
|
||||||
|
|
||||||
// apply the shader to the two models
|
// Apply the shader to the two models
|
||||||
model1.materials[0].shader = shader;
|
model1.materials[0].shader = shader;
|
||||||
model2.materials[0].shader = shader;
|
model2.materials[0].shader = shader;
|
||||||
|
|
||||||
|
int framesCounter = 0;
|
||||||
// frame counter
|
Vector3 rotation = { 0 }; // Model rotation angles
|
||||||
int frame = 0;
|
|
||||||
|
|
||||||
// model rotation
|
|
||||||
Vector3 ang = { 0 };
|
|
||||||
|
|
||||||
SetTargetFPS(60); // Set to run at 60 frames-per-second
|
SetTargetFPS(60); // Set to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
framesCounter++;
|
||||||
|
rotation.x += 0.01f;
|
||||||
|
rotation.y += 0.005f;
|
||||||
|
rotation.z -= 0.0025f;
|
||||||
|
|
||||||
frame ++;
|
// Send frames counter to shader for animation
|
||||||
ang.x += 0.01;
|
SetShaderValue(shader, shaderFrame, &framesCounter, UNIFORM_INT);
|
||||||
ang.y += 0.005;
|
|
||||||
ang.z -= 0.0025;
|
|
||||||
|
|
||||||
// animate the shader
|
// Rotate one of the models
|
||||||
SetShaderValue(shader, shaderFrame, &frame, UNIFORM_INT);
|
model1.transform = MatrixRotateXYZ(rotation);
|
||||||
|
|
||||||
// rotate one of the models
|
|
||||||
model1.transform = MatrixRotateXYZ(ang);
|
|
||||||
|
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera);
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
@ -124,11 +112,10 @@ int main(void)
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawRectangle(16, 698, MeasureText(FormatText("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
|
||||||
|
DrawText(FormatText("Frame: %i", framesCounter), 20, 700, 20, WHITE);
|
||||||
|
|
||||||
int l = MeasureText(FormatText("Frame %i", frame), 20);
|
DrawFPS(10, 10);
|
||||||
DrawRectangle(16, 698, l+8, 42, BLUE);
|
|
||||||
DrawText(FormatText("Frame %i", frame), 20, 700, 20, WHITE);
|
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
@ -136,18 +123,17 @@ int main(void)
|
||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
UnloadModel(model1);
|
UnloadModel(model1);
|
||||||
UnloadModel(model2);
|
UnloadModel(model2);
|
||||||
UnloadModel(model3);
|
UnloadModel(model3);
|
||||||
UnloadTexture(tex);
|
|
||||||
UnloadTexture(maskTx);
|
UnloadTexture(texDiffuse); // Unload default diffuse texture
|
||||||
UnloadShader(shader);
|
UnloadTexture(texMask); // Unload texture mask
|
||||||
|
|
||||||
|
UnloadShader(shader); // Unload shader
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -2921,7 +2921,8 @@ static Model LoadOBJ(const char *fileName)
|
||||||
tinyobj_attrib_free(&attrib);
|
tinyobj_attrib_free(&attrib);
|
||||||
tinyobj_shapes_free(meshes, meshCount);
|
tinyobj_shapes_free(meshes, meshCount);
|
||||||
tinyobj_materials_free(materials, materialCount);
|
tinyobj_materials_free(materials, materialCount);
|
||||||
RL_FREE(data); // oh ray how did you miss this...! :-p
|
|
||||||
|
RL_FREE(data);
|
||||||
}
|
}
|
||||||
|
|
||||||
// NOTE: At this point we have all model data loaded
|
// NOTE: At this point we have all model data loaded
|
||||||
|
|
|
@ -2967,8 +2967,8 @@ char *LoadText(const char *fileName)
|
||||||
Shader LoadShader(const char *vsFileName, const char *fsFileName)
|
Shader LoadShader(const char *vsFileName, const char *fsFileName)
|
||||||
{
|
{
|
||||||
Shader shader = { 0 };
|
Shader shader = { 0 };
|
||||||
// double allocation causing leak (allocation done in LoadShaderCode)
|
|
||||||
//shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
|
// NOTE: Shader.locs is allocated by LoadShaderCode()
|
||||||
|
|
||||||
char *vShaderStr = NULL;
|
char *vShaderStr = NULL;
|
||||||
char *fShaderStr = NULL;
|
char *fShaderStr = NULL;
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue