Most of the examples already working! Only some of them still fail, mostly related to data arrays...
115 lines
No EOL
5.1 KiB
Lua
115 lines
No EOL
5.1 KiB
Lua
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--
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-- raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
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--
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-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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--
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-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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-- raylib comes with shaders ready for both versions, check raylib/shaders install folder
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--
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-- This example has been created using raylib 1.6 (www.raylib.com)
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-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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--
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-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
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--
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-- Initialization
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local screenWidth = 800
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local screenHeight = 450
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SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable")
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-- Define the camera to look into our 3d world
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local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
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local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
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local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
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dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture
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local position = Vector3(0.0, 0.0, 0.0) -- Set model position
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local shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/swirl.fs") -- Load postpro shader
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-- Get variable (uniform) location on the shader to connect with the program
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-- NOTE: If uniform variable could not be found in the shader, function returns -1
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local swirlCenterLoc = GetShaderLocation(shader, "center")
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local swirlCenter = { screenWidth/2, screenHeight/2 }
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-- Create a RenderTexture2D to be used for render to texture
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local target = LoadRenderTexture(screenWidth, screenHeight)
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-- Setup orbital camera
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SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
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SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
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SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
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SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
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-- Main game loop
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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local mousePosition = GetMousePosition()
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swirlCenter[0] = mousePosition.x
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swirlCenter[1] = screenHeight - mousePosition.y
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-- Send new value to the shader to be used on drawing
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SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2)
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camera = UpdateCamera(camera) -- Update internal camera and our camera
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-- Draw
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BeginDrawing()
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ClearBackground(RAYWHITE)
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BeginTextureMode(target) -- Enable drawing to texture
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Begin3dMode(camera)
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DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
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DrawGrid(10, 1.0) -- Draw a grid
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End3dMode()
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED)
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EndTextureMode() -- End drawing to texture (now we have a texture available for next passes)
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BeginShaderMode(shader)
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-- NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE)
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EndShaderMode()
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY)
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DrawFPS(10, 10)
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EndDrawing()
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end
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-- De-Initialization
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UnloadShader(shader) -- Unload shader
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UnloadTexture(texture) -- Unload texture
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UnloadModel(dwarf) -- Unload model
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UnloadRenderTexture(target) -- Unload render texture
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CloseWindow() -- Close window and OpenGL context
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