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| author | raysan5 <[email protected]> | 2021-10-17 21:02:18 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-10-17 21:02:18 +0200 |
| commit | 35e67da08e3d214589968c19b4b2fb31d8e566cc (patch) | |
| tree | 5054bcea5f6df754f467590101789b17dd9d9944 /examples/web/shaders/shaders_custom_uniform.c | |
| parent | b2228039039afc05c41edd12103123f2a36c8080 (diff) | |
| download | raylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.tar.gz raylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.zip | |
UPDATED: examples to raylib 4.0
Some new examples added
Diffstat (limited to 'examples/web/shaders/shaders_custom_uniform.c')
| -rw-r--r-- | examples/web/shaders/shaders_custom_uniform.c | 172 |
1 files changed, 0 insertions, 172 deletions
diff --git a/examples/web/shaders/shaders_custom_uniform.c b/examples/web/shaders/shaders_custom_uniform.c deleted file mode 100644 index 27fae05..0000000 --- a/examples/web/shaders/shaders_custom_uniform.c +++ /dev/null @@ -1,172 +0,0 @@ -/******************************************************************************************* -* -* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable (adapted for HTML5 platform) -* -* 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" - -#if defined(PLATFORM_WEB) - #include <emscripten/emscripten.h> -#endif - -#if defined(PLATFORM_DESKTOP) - #define GLSL_VERSION 330 -#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB - #define GLSL_VERSION 100 -#endif - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -const int screenWidth = 800; -const int screenHeight = 450; - -// Define the camera to look into our 3d world -Camera camera = { 0 }; - -Model model = { 0 }; // Model data -Texture2D texture = { 0 }; // Model texture -Shader shader = { 0 }; // Postpro shader - -Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - -int swirlCenterLoc = 0; -float swirlCenter[2] = { 0 }; - -RenderTexture2D target = { 0 }; - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void); // Update and Draw one frame - -//---------------------------------------------------------------------------------- -// Program Main Entry Point -//---------------------------------------------------------------------------------- -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - 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.position = (Vector3){ 8.0f, 8.0f, 8.0f }; - camera.target = (Vector3){ 0.0f, 1.5f, 0.0f }; - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; - camera.fovy = 45.0f; - camera.projection = CAMERA_PERSPECTIVE; - - model = LoadModel("resources/models/barracks.obj"); // Load OBJ model - texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture - model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture - - // Load postprocessing shader - // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION)); - - // 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 - swirlCenterLoc = GetShaderLocation(shader, "center"); - - swirlCenter[0] = (float)screenWidth/2; - swirlCenter[1] = (float)screenHeight/2; - - // Create a RenderTexture2D to be used for render to texture - target = LoadRenderTexture(screenWidth, screenHeight); - - // Setup orbital camera - SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode - -#if defined(PLATFORM_WEB) - emscripten_set_main_loop(UpdateDrawFrame, 60, 1); -#else - SetTargetFPS(60); // Set our game to run at 60 frames-per-second - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - UpdateDrawFrame(); - } -#endif - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadShader(shader); // Unload shader - UnloadTexture(texture); // Unload texture - UnloadModel(model); // Unload model - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void) -{ - // 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, SHADER_UNIFORM_VEC2); - - UpdateCamera(&camera); // Update camera - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - BeginTextureMode(target); // Enable drawing to texture - ClearBackground(RAYWHITE); // Clear texture background - - BeginMode3D(camera); // Begin 3d mode drawing - - DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture - - DrawGrid(10, 1.0f); // Draw a grid - - EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode - - DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED); - - EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) - - BeginShaderMode(shader); - - // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) - DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); - - EndShaderMode(); - - // Draw some 2d text over drawn texture - DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY); - - DrawFPS(10, 10); - - EndDrawing(); - //---------------------------------------------------------------------------------- -}
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