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			150 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			150 lines
		
	
	
		
			5.8 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) 2019-2022 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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#include "raylib.h"
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#include "raymath.h"
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#if defined(PLATFORM_DESKTOP)
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    #define GLSL_VERSION            330
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#else   // PLATFORM_RPI, 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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// 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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    InitWindow(screenWidth, screenHeight, "raylib - simple shader mask");
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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 };
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    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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    camera.fovy = 45.0f;
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    camera.projection = CAMERA_PERSPECTIVE;
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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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    Mesh cube = GenMeshCube(0.8f,0.8f,0.8f);
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    Model model2 = LoadModelFromMesh(cube);
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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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    // Load the shader
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    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mask.fs", GLSL_VERSION));
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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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    // 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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    // Frame is incremented each frame to animate the shader
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    int shaderFrame = GetShaderLocation(shader, "frame");
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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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    int framesCounter = 0;
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    Vector3 rotation = { 0 };       // Model rotation angles
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    SetTargetFPS(60);               // Set  to run at 60 frames-per-second
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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);
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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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        // Send frames counter to shader for animation
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        SetShaderValue(shader, shaderFrame, &framesCounter, SHADER_UNIFORM_INT);
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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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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(DARKBLUE);
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            BeginMode3D(camera);
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                DrawModel(model1, (Vector3){0.5,0,0}, 1, WHITE);
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                DrawModelEx(model2, (Vector3){-.5,0,0}, (Vector3){1,1,0}, 50, (Vector3){1,1,1}, WHITE);
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                DrawModel(model3,(Vector3){0,0,-1.5}, 1, WHITE);
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                DrawGrid(10, 1.0f);        // Draw a grid
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            EndMode3D();
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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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            DrawFPS(10, 10);
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        EndDrawing();
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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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    UnloadTexture(texDiffuse);  // Unload default diffuse texture
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    UnloadTexture(texMask);     // Unload texture mask
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    UnloadShader(shader);       // Unload shader
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    CloseWindow();              // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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}
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