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-rw-r--r--examples/src/shaders/shaders_model_shader.c43
1 files changed, 28 insertions, 15 deletions
diff --git a/examples/src/shaders/shaders_model_shader.c b/examples/src/shaders/shaders_model_shader.c
index b0ad1fd..2717c19 100644
--- a/examples/src/shaders/shaders_model_shader.c
+++ b/examples/src/shaders/shaders_model_shader.c
@@ -12,12 +12,18 @@
* 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) 2014-2017 Ramon Santamaria (@raysan5)
+* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
int main()
{
// Initialization
@@ -30,19 +36,26 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// 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 };
-
- Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
- Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
- Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
- "resources/shaders/glsl330/grayscale.fs"); // Load model shader
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 4.0f, 4.0f, 4.0f };
+ camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
+ camera.fovy = 45.0f;
+ camera.type = CAMERA_PERSPECTIVE;
+
+ Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
+ Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
+
+ // Load shader for model
+ // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
+ Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
- dwarf.material.shader = shader; // Set shader effect to 3d model
- dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
+ model.materials[0].shader = shader; // Set shader effect to 3d model
+ model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
- SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
+ SetCameraMode(camera, CAMERA_FREE); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -61,15 +74,15 @@ int main()
ClearBackground(RAYWHITE);
- Begin3dMode(camera);
+ BeginMode3D(camera);
- DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
+ DrawModel(model, position, 0.2f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
- End3dMode();
+ EndMode3D();
- DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
+ DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY);
DrawText(FormatText("Camera position: (%.2f, %.2f, %.2f)", camera.position.x, camera.position.y, camera.position.z), 600, 20, 10, BLACK);
DrawText(FormatText("Camera target: (%.2f, %.2f, %.2f)", camera.target.x, camera.target.y, camera.target.z), 600, 40, 10, GRAY);
@@ -84,7 +97,7 @@ int main()
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
- UnloadModel(dwarf); // Unload model
+ UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------