1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
|
/*******************************************************************************************
*
* 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"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const 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 = { 0 };
camera.position = (Vector3){ 8.0f, 8.0f, 8.0f };
camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load postprocessing shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
// 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] = { (float)screenWidth/2, (float)screenHeight/2 };
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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, UNIFORM_VEC2);
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(RAYWHITE); // Clear texture background
BeginMode3D(camera); // Begin 3d mode drawing
DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
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();
// Draw some 2d text over drawn texture
DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
|