/******************************************************************************************* * * 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; }