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	Added new examples: SHADERS
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								examples/shaders_custom_uniform.c
									
									
									
									
									
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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 1.3 (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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								examples/shaders_model_shader.c
									
									
									
									
									
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								examples/shaders_model_shader.c
									
									
									
									
									
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| /******************************************************************************************* | ||||
| * | ||||
| *   raylib [shaders] example - Apply a shader to a 3d model | ||||
| * | ||||
| *   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) 2014 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 - model shader"); | ||||
|  | ||||
|     // 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 | ||||
|     Shader shader = LoadShader("resources/shaders/base.vs",  | ||||
|                                "resources/shaders/grayscale.fs");           // Load model shader | ||||
|  | ||||
|     SetModelShader(&dwarf, shader);         // Set shader effect to 3d model | ||||
|     SetModelTexture(&dwarf, texture);       // Bind texture to model | ||||
|      | ||||
|     Vector3 position = { 0.0, 0.0, 0.0 };   // Set model position | ||||
|      | ||||
|     // 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 | ||||
|         //---------------------------------------------------------------------------------- | ||||
|         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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								examples/shaders_postprocessing.c
									
									
									
									
									
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| /******************************************************************************************* | ||||
| * | ||||
| *   raylib [shaders] example - Apply a postprocessing shader to a scene | ||||
| * | ||||
| *   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 - postprocessing shader"); | ||||
|  | ||||
|     // 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/bloom.fs");               // Load postpro shader | ||||
|  | ||||
|     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 | ||||
|         //---------------------------------------------------------------------------------- | ||||
|         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, BLACK); | ||||
|  | ||||
|             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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| /******************************************************************************************* | ||||
| * | ||||
| *   raylib [shaders] example - Apply a shader to some shape or texture | ||||
| * | ||||
| *   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" | ||||
|  | ||||
| #include <stdio.h> | ||||
| #include <stdlib.h> | ||||
|  | ||||
| int main() | ||||
| { | ||||
|     // Initialization | ||||
|     //-------------------------------------------------------------------------------------- | ||||
|     int screenWidth = 800; | ||||
|     int screenHeight = 450; | ||||
|  | ||||
|     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders"); | ||||
|      | ||||
|     Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png"); | ||||
|  | ||||
|     // NOTE: This shader is a bit different than model/postprocessing shaders, | ||||
|     // it requires the color data for every vertice to use it in every shape or texture independently | ||||
|     Shader shader = LoadShader("resources/shaders/shapes_base.vs",  | ||||
|                                "resources/shaders/shapes_grayscale.fs"); | ||||
|                                 | ||||
|     // Shader usage is also different than models/postprocessing, shader is just activated when required | ||||
|      | ||||
|     SetTargetFPS(60); | ||||
|     //-------------------------------------------------------------------------------------- | ||||
|  | ||||
|     // Main game loop | ||||
|     while (!WindowShouldClose())    // Detect window close button or ESC key | ||||
|     { | ||||
|         // Update | ||||
|         //---------------------------------------------------------------------------------- | ||||
|         // TODO: Update your variables here | ||||
|         //---------------------------------------------------------------------------------- | ||||
|  | ||||
|         // Draw | ||||
|         //---------------------------------------------------------------------------------- | ||||
|         BeginDrawing(); | ||||
|  | ||||
|             ClearBackground(RAYWHITE); | ||||
|              | ||||
|             // Start drawing with default shader | ||||
|  | ||||
|             DrawText("USING DEFAULT SHADER", 20, 40, 10, RED); | ||||
|              | ||||
|             DrawCircle(80, 120, 35, DARKBLUE); | ||||
|             DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE); | ||||
|             DrawCircleLines(80, 340, 80, DARKBLUE); | ||||
|  | ||||
|              | ||||
|             // Activate our custom shader to be applied on next shapes/textures drawings | ||||
|             SetCustomShader(shader); | ||||
|              | ||||
|             DrawText("USING CUSTOM SHADER", 190, 40, 10, RED); | ||||
|  | ||||
|             DrawRectangle(250 - 60, 90, 120, 60, RED); | ||||
|             DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD); | ||||
|             DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE); | ||||
|  | ||||
|             // Activate our default shader for next drawings | ||||
|             SetDefaultShader(); | ||||
|              | ||||
|             DrawText("USING DEFAULT SHADER", 370, 40, 10, RED); | ||||
|              | ||||
|             DrawTriangle((Vector2){430, 80}, | ||||
|                          (Vector2){430 - 60, 150}, | ||||
|                          (Vector2){430 + 60, 150}, VIOLET); | ||||
|                           | ||||
|             DrawTriangleLines((Vector2){430, 160}, | ||||
|                               (Vector2){430 - 20, 230}, | ||||
|                               (Vector2){430 + 20, 230}, DARKBLUE); | ||||
|  | ||||
|             DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN); | ||||
|              | ||||
|             // Activate our custom shader to be applied on next shapes/textures drawings | ||||
|             SetCustomShader(shader); | ||||
|  | ||||
|             DrawTexture(sonic, 380, -10, WHITE);    // Using custom shader | ||||
|              | ||||
|             // Activate our default shader for next drawings | ||||
|             SetDefaultShader(); | ||||
|              | ||||
|         EndDrawing(); | ||||
|         //---------------------------------------------------------------------------------- | ||||
|     } | ||||
|  | ||||
|     // De-Initialization | ||||
|     //-------------------------------------------------------------------------------------- | ||||
|     UnloadShader(shader);   // Unload shader | ||||
|     UnloadTexture(sonic);   // Unload texture | ||||
|      | ||||
|     CloseWindow();          // Close window and OpenGL context | ||||
|     //-------------------------------------------------------------------------------------- | ||||
|  | ||||
|     return 0; | ||||
| } | ||||
							
								
								
									
										
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