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			151 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			151 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [shaders] example - Simple shader mask
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| *
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| *   Example originally created with raylib 2.5, last time updated with raylib 3.7
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| *
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| *   Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
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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) 2019-2024 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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| *
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| ********************************************************************************************
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| *
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| *   After a model is loaded it has a default material, this material can be
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| *   modified in place rather than creating one from scratch...
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| *   While all of the maps have particular names, they can be used for any purpose
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| *   except for three maps that are applied as cubic maps (see below)
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| #include "raymath.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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|     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - simple shader mask");
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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){ 0.0f, 1.0f, 2.0f };    // Camera position
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|     camera.target = (Vector3){ 0.0f, 0.0f, 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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|     // Define our three models to show the shader on
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|     Mesh torus = GenMeshTorus(0.3f, 1, 16, 32);
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|     Model model1 = LoadModelFromMesh(torus);
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| 
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|     Mesh cube = GenMeshCube(0.8f,0.8f,0.8f);
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|     Model model2 = LoadModelFromMesh(cube);
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| 
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|     // Generate model to be shaded just to see the gaps in the other two
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|     Mesh sphere = GenMeshSphere(1, 16, 16);
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|     Model model3 = LoadModelFromMesh(sphere);
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| 
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|     // Load the shader
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|     Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mask.fs", GLSL_VERSION));
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| 
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|     // Load and apply the diffuse texture (colour map)
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|     Texture texDiffuse = LoadTexture("resources/plasma.png");
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|     model1.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
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|     model2.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
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| 
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|     // Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture
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|     // NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or  MATERIAL_MAP_CUBEMAP as they are bound as cube maps
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|     Texture texMask = LoadTexture("resources/mask.png");
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|     model1.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
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|     model2.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
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|     shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
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| 
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|     // Frame is incremented each frame to animate the shader
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|     int shaderFrame = GetShaderLocation(shader, "frame");
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| 
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|     // Apply the shader to the two models
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|     model1.materials[0].shader = shader;
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|     model2.materials[0].shader = shader;
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| 
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|     int framesCounter = 0;
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|     Vector3 rotation = { 0 };           // Model rotation angles
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| 
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|     DisableCursor();                    // Limit cursor to relative movement inside the window
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|     SetTargetFPS(60);                   // Set  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_FIRST_PERSON);
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|         
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|         framesCounter++;
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|         rotation.x += 0.01f;
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|         rotation.y += 0.005f;
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|         rotation.z -= 0.0025f;
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| 
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|         // Send frames counter to shader for animation
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|         SetShaderValue(shader, shaderFrame, &framesCounter, SHADER_UNIFORM_INT);
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| 
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|         // Rotate one of the models
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|         model1.transform = MatrixRotateXYZ(rotation);
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|         //----------------------------------------------------------------------------------
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| 
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|         // Draw
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|         //----------------------------------------------------------------------------------
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|         BeginDrawing();
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| 
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|             ClearBackground(DARKBLUE);
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| 
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|             BeginMode3D(camera);
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| 
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|                 DrawModel(model1, (Vector3){ 0.5f, 0.0f, 0.0f }, 1, WHITE);
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|                 DrawModelEx(model2, (Vector3){ -0.5f, 0.0f, 0.0f }, (Vector3){ 1.0f, 1.0f, 0.0f }, 50, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
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|                 DrawModel(model3,(Vector3){ 0.0f, 0.0f, -1.5f }, 1, WHITE);
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|                 DrawGrid(10, 1.0f);        // Draw a grid
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| 
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|             EndMode3D();
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| 
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|             DrawRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
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|             DrawText(TextFormat("Frame: %i", framesCounter), 20, 700, 20, WHITE);
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| 
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|             DrawFPS(10, 10);
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| 
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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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|     UnloadModel(model1);
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|     UnloadModel(model2);
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|     UnloadModel(model3);
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| 
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|     UnloadTexture(texDiffuse);  // Unload default diffuse texture
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|     UnloadTexture(texMask);     // Unload texture mask
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| 
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|     UnloadShader(shader);       // Unload shader
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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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| }
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