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			103 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [shaders] example - Apply a shader to a 3d model
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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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| *   This example has been created using raylib 1.3 (www.raylib.com)
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| *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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| *
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| *   Copyright (c) 2014 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_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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| 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 - model shader");
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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){ 4.0f, 4.0f, 4.0f };
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|     camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };
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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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| 
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|     Model model = LoadModel("resources/models/watermill.obj");                   // Load OBJ model
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|     Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png");   // Load model texture
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| 
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|     // Load shader for model
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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/grayscale.fs", GLSL_VERSION));
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| 
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|     model.materials[0].shader = shader;                     // Set shader effect to 3d model
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|     model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Bind texture to model
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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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|     SetCameraMode(camera, CAMERA_FREE);         // Set an orbital camera mode
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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);                  // Update camera
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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(RAYWHITE);
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| 
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|             BeginMode3D(camera);
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| 
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|                 DrawModel(model, position, 0.2f, WHITE);   // Draw 3d model with texture
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| 
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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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|             DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY);
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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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|     UnloadShader(shader);       // Unload shader
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|     UnloadTexture(texture);     // Unload texture
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|     UnloadModel(model);         // Unload model
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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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| } | 
