aboutsummaryrefslogtreecommitdiff
path: root/examples/shaders/shaders_simple_mask.c
blob: c8762be3a1f95c78ec599d7ef710cac36720c46d (plain)
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
137
138
139
/*******************************************************************************************
*
*   raylib [shaders] example - Simple shader mask
*
*   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
*   except for three maps that are applied as cubic maps (see below)
*
********************************************************************************************/

#include "raylib.h"
#include "raymath.h"

int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib - simple shader mask");

    // 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;

    // Define our 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);

    // Generate model to be shaded just to 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");

    // Load and apply the diffuse texture (colour map)
    Texture texDiffuse = LoadTexture("resources/plasma.png");
    model1.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
    model2.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;

    // Using MAP_EMISSION as a spare slot to use for 2nd texture
    // NOTE: Don't use MAP_IRRADIANCE, MAP_PREFILTER or  MAP_CUBEMAP
    // as they are bound as cube maps
    Texture texMask = LoadTexture("resources/mask.png");
    model1.materials[0].maps[MAP_EMISSION].texture = texMask;
    model2.materials[0].maps[MAP_EMISSION].texture = texMask;
    shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");

    // Frame is incremented each frame to animate the shader
    int shaderFrame = GetShaderLocation(shader, "framesCounter");

    // Apply the shader to the two models
    model1.materials[0].shader = shader;
    model2.materials[0].shader = shader;

    int framesCounter = 0;
    Vector3 rotation = { 0 };       // Model rotation angles

    SetTargetFPS(60);               // Set  to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        framesCounter++;
        rotation.x += 0.01f;
        rotation.y += 0.005f;
        rotation.z -= 0.0025f;

        // Send frames counter to shader for animation
        SetShaderValue(shader, shaderFrame, &framesCounter, UNIFORM_INT);

        // Rotate one of the models
        model1.transform = MatrixRotateXYZ(rotation);

        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();

            DrawRectangle(16, 698, MeasureText(FormatText("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
            DrawText(FormatText("Frame: %i", framesCounter), 20, 700, 20, WHITE);

            DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadModel(model1);
    UnloadModel(model2);
    UnloadModel(model3);
    
    UnloadTexture(texDiffuse);  // Unload default diffuse texture
    UnloadTexture(texMask);     // Unload texture mask
    
    UnloadShader(shader);       // Unload shader

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}