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authorraysan5 <raysan5@gmail.com>2016-08-06 11:32:35 +0200
committerraysan5 <raysan5@gmail.com>2016-08-06 11:32:35 +0200
commit00c7e54d3c593dbddb036f2185e614e7e4b22a1f (patch)
tree3ef6a46031712ff9551c2711adcc9fa3045a618b /examples/shaders_custom_uniform.lua
parent5f1b4e94745303ab9df87421cdd9ffb9448fee01 (diff)
downloadraylib-00c7e54d3c593dbddb036f2185e614e7e4b22a1f.tar.gz
raylib-00c7e54d3c593dbddb036f2185e614e7e4b22a1f.zip
Add raylib lua examples
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+-------------------------------------------------------------------------------------------
+--
+-- 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 1.6 (www.raylib.com)
+-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+--
+-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
+--
+-------------------------------------------------------------------------------------------
+
+-- Initialization
+-------------------------------------------------------------------------------------------
+local screenWidth = 800
+local 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
+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))
+
+local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
+local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
+dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture
+
+local position = Vector3(0.0, 0.0, 0.0) -- Set model position
+
+local shader = LoadShader("resources/shaders/glsl330/base.vs",
+ "resources/shaders/glsl330/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
+local swirlCenterLoc = GetShaderLocation(shader, "center")
+
+local swirlCenter = { screenWidth/2, screenHeight/2 }
+
+-- Create a RenderTexture2D to be used for render to texture
+local target = LoadRenderTexture(screenWidth, screenHeight)
+
+-- 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 not WindowShouldClose() do -- Detect window close button or ESC key
+ -- Update
+ ---------------------------------------------------------------------------------------
+ local 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)
+
+ BeginTextureMode(target) -- Enable drawing to texture
+
+ Begin3dMode(camera)
+
+ DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
+
+ DrawGrid(10, 1.0) -- Draw a grid
+
+ End3dMode()
+
+ DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED)
+
+ EndTextureMode() -- End drawing to texture (now we have a texture available for next passes)
+
+ BeginShaderMode(shader)
+
+ -- NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
+ DrawTextureRec(target.texture, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE)
+
+ EndShaderMode()
+
+ DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY)
+
+ DrawFPS(10, 10)
+
+ EndDrawing()
+ ---------------------------------------------------------------------------------------
+end
+
+-- De-Initialization
+-------------------------------------------------------------------------------------------
+UnloadShader(shader) -- Unload shader
+UnloadTexture(texture) -- Unload texture
+UnloadModel(dwarf) -- Unload model
+UnloadRenderTexture(target) -- Unload render texture
+
+CloseWindow() -- Close window and OpenGL context
+------------------------------------------------------------------------------------------- \ No newline at end of file