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-rw-r--r--examples/web/shaders/shaders_custom_uniform.c172
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diff --git a/examples/web/shaders/shaders_custom_uniform.c b/examples/web/shaders/shaders_custom_uniform.c
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--- a/examples/web/shaders/shaders_custom_uniform.c
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-/*******************************************************************************************
-*
-* 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();
- //----------------------------------------------------------------------------------
-} \ No newline at end of file