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			129 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			129 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [shaders] example - Postprocessing with custom uniform variable
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| *
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| *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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| *         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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| *
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| *   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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| *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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| *         raylib comes with shaders ready for both versions, check raylib/shaders install folder
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| *
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| *   Example originally created with raylib 1.3, last time updated with raylib 4.0
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| *
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| *   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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| *   BSD-like license that allows static linking with closed source software
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| *
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| *   Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| 
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| #if defined(PLATFORM_DESKTOP)
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|     #define GLSL_VERSION            330
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| #else   // PLATFORM_ANDROID, PLATFORM_WEB
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|     #define GLSL_VERSION            100
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| #endif
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| 
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| //------------------------------------------------------------------------------------
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| // Program main entry point
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| //------------------------------------------------------------------------------------
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| int main(void)
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| {
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|     // Initialization
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|     //--------------------------------------------------------------------------------------
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|     const int screenWidth = 800;
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|     const int screenHeight = 450;
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| 
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|     SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available)
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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
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| 
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|     // Define the camera to look into our 3d world
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|     Camera camera = { 0 };
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|     camera.position = (Vector3){ 8.0f, 8.0f, 8.0f };    // Camera position
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|     camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };      // Camera looking at point
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|     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
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|     camera.fovy = 45.0f;                                // Camera field-of-view Y
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|     camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type
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| 
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|     Model model = LoadModel("resources/models/barracks.obj");                   // Load OBJ model
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|     Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png");   // Load model texture (diffuse map)
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|     model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;                     // Set model diffuse texture
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| 
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|     Vector3 position = { 0.0f, 0.0f, 0.0f };                                    // Set model position
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| 
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|     // Load postprocessing shader
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|     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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|     Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
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| 
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|     // Get variable (uniform) location on the shader to connect with the program
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|     // NOTE: If uniform variable could not be found in the shader, function returns -1
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|     int swirlCenterLoc = GetShaderLocation(shader, "center");
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| 
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|     float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
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| 
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|     // Create a RenderTexture2D to be used for render to texture
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|     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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| 
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|     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
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|     //--------------------------------------------------------------------------------------
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| 
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|     // Main game loop
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|     while (!WindowShouldClose())        // Detect window close button or ESC key
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|     {
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|         // Update
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|         //----------------------------------------------------------------------------------
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|         UpdateCamera(&camera, CAMERA_ORBITAL);
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|         
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|         Vector2 mousePosition = GetMousePosition();
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| 
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|         swirlCenter[0] = mousePosition.x;
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|         swirlCenter[1] = screenHeight - mousePosition.y;
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| 
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|         // Send new value to the shader to be used on drawing
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|         SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
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|         //----------------------------------------------------------------------------------
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| 
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|         // Draw
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|         //----------------------------------------------------------------------------------
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|         BeginTextureMode(target);       // Enable drawing to texture
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|             ClearBackground(RAYWHITE);  // Clear texture background
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| 
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|             BeginMode3D(camera);        // Begin 3d mode drawing
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|                 DrawModel(model, position, 0.5f, WHITE);   // Draw 3d model with texture
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|                 DrawGrid(10, 1.0f);     // Draw a grid
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|             EndMode3D();                // End 3d mode drawing, returns to orthographic 2d mode
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| 
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|             DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
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|         EndTextureMode();               // End drawing to texture (now we have a texture available for next passes)
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| 
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|         BeginDrawing();
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|             ClearBackground(RAYWHITE);  // Clear screen background
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| 
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|             // Enable shader using the custom uniform
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|             BeginShaderMode(shader);
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|                 // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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|                 DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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|             EndShaderMode();
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| 
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|             // Draw some 2d text over drawn texture
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|             DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
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|             DrawFPS(10, 10);
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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|     }
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| 
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|     // De-Initialization
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|     //--------------------------------------------------------------------------------------
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|     UnloadShader(shader);               // Unload shader
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|     UnloadTexture(texture);             // Unload texture
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|     UnloadModel(model);                 // Unload model
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|     UnloadRenderTexture(target);        // Unload render texture
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| 
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|     CloseWindow();                      // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| } | 
