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Diffstat (limited to 'examples/shaders_custom_uniform.c')
| -rw-r--r-- | examples/shaders_custom_uniform.c | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/examples/shaders_custom_uniform.c b/examples/shaders_custom_uniform.c new file mode 100644 index 00000000..59350d35 --- /dev/null +++ b/examples/shaders_custom_uniform.c @@ -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; +}
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