summaryrefslogtreecommitdiffhomepage
path: root/examples/web/shaders/shaders_custom_uniform.c
diff options
context:
space:
mode:
authorRay <[email protected]>2019-05-20 16:40:30 +0200
committerRay <[email protected]>2019-05-20 16:40:30 +0200
commit3d7d174c70b2d00fd879ade64c5085d4ff34d4aa (patch)
tree3b690948f186f855aa2ee8bab312b3ca28a56200 /examples/web/shaders/shaders_custom_uniform.c
parent0b56b996bd053ec875c229e9793f7806b666839c (diff)
downloadraylib.com-3d7d174c70b2d00fd879ade64c5085d4ff34d4aa.tar.gz
raylib.com-3d7d174c70b2d00fd879ade64c5085d4ff34d4aa.zip
Review and recompile ALL examples
Diffstat (limited to 'examples/web/shaders/shaders_custom_uniform.c')
-rw-r--r--examples/web/shaders/shaders_custom_uniform.c82
1 files changed, 49 insertions, 33 deletions
diff --git a/examples/web/shaders/shaders_custom_uniform.c b/examples/web/shaders/shaders_custom_uniform.c
index 4c3fbe1..77f84bd 100644
--- a/examples/web/shaders/shaders_custom_uniform.c
+++ b/examples/web/shaders/shaders_custom_uniform.c
@@ -22,25 +22,31 @@
#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
//----------------------------------------------------------------------------------
-int screenWidth = 800;
-int screenHeight = 450;
+const int screenWidth = 800;
+const int screenHeight = 450;
// Define the camera to look into our 3d world
-Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+Camera camera = { 0 };
-Model dwarf; // OBJ model
-Texture2D texture; // Model texture
-Shader shader; // Postpro shader
+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;
-float swirlCenter[2];
+int swirlCenterLoc = 0;
+float swirlCenter[2] = { 0.0f };
-RenderTexture2D target;
+RenderTexture2D target = { 0 };
//----------------------------------------------------------------------------------
// Module Functions Declaration
@@ -48,7 +54,7 @@ RenderTexture2D target;
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
-// Main Enry Point
+// Program Main Entry Point
//----------------------------------------------------------------------------------
int main(void)
{
@@ -57,23 +63,31 @@ int main(void)
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
- dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
- texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
- dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set dwarf model diffuse texture
+ // 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.type = 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[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, FormatText("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
- shader = LoadShader("resources/shaders/glsl100/base.vs",
- "resources/shaders/glsl100/swirl.fs"); // Load postpro shader
-
// 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
@@ -82,7 +96,7 @@ int main(void)
#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
{
@@ -94,7 +108,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
- UnloadModel(dwarf); // Unload model
+ UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
@@ -115,9 +129,9 @@ void UpdateDrawFrame(void)
swirlCenter[1] = screenHeight - mousePosition.y;
// Send new value to the shader to be used on drawing
- SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2);
+ SetShaderValue(shader, swirlCenterLoc, swirlCenter, UNIFORM_VEC2);
- UpdateCamera(&camera); // Update internal camera and our camera
+ UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
@@ -127,27 +141,29 @@ void UpdateDrawFrame(void)
ClearBackground(RAYWHITE);
BeginTextureMode(target); // Enable drawing to texture
+ ClearBackground(RAYWHITE); // Clear texture background
- Begin3dMode(camera);
+ BeginMode3D(camera); // Begin 3d mode drawing
- DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
+ DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
- End3dMode();
-
+ 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)
-
+
+ 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();
-
- DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
+
+ // Draw some 2d text over drawn texture
+ DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);