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Diffstat (limited to 'examples/web/shaders/shaders_simple_mask.c')
| -rw-r--r-- | examples/web/shaders/shaders_simple_mask.c | 188 |
1 files changed, 0 insertions, 188 deletions
diff --git a/examples/web/shaders/shaders_simple_mask.c b/examples/web/shaders/shaders_simple_mask.c deleted file mode 100644 index 390d602..0000000 --- a/examples/web/shaders/shaders_simple_mask.c +++ /dev/null @@ -1,188 +0,0 @@ -/******************************************************************************************* -* -* raylib [shaders] example - Simple shader mask -* -* This example has been created using raylib 2.5 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5) -* -* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5) -* -******************************************************************************************** -* -* After a model is loaded it has a default material, this material can be -* modified in place rather than creating one from scratch... -* While all of the maps have particular names, they can be used for any purpose -* except for three maps that are applied as cubic maps (see below) -* -********************************************************************************************/ - -#include "raylib.h" -#include "raymath.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; - -static Camera camera = { 0 }; - -static Mesh torus = { 0 }; -static Mesh cube = { 0 }; -static Mesh sphere = { 0 }; -static Model model1 = { 0 }; -static Model model2 = { 0 }; -static Model model3 = { 0 }; -static Shader shader = { 0 }; - -static Texture texDiffuse = { 0 }; -static Texture texMask = { 0 }; - -static int shaderFrame = 0; -static int framesCounter = 0; -static Vector3 rotation = { 0 }; // Model rotation angles - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void); // Update and Draw one frame - -//---------------------------------------------------------------------------------- -// Program Main Entry Point -//---------------------------------------------------------------------------------- -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib - simple shader mask"); - - // Define the camera to look into our 3d world - camera.position = (Vector3){ 0.0f, 1.0f, 2.0f }; - camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; - camera.fovy = 45.0f; - camera.projection = CAMERA_PERSPECTIVE; - - // Define our three models to show the shader on - torus = GenMeshTorus(.3, 1, 16, 32); - model1 = LoadModelFromMesh(torus); - - cube = GenMeshCube(.8,.8,.8); - model2 = LoadModelFromMesh(cube); - - // Generate model to be shaded just to see the gaps in the other two - sphere = GenMeshSphere(1, 16, 16); - model3 = LoadModelFromMesh(sphere); - - // Load the shader - shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mask.fs", GLSL_VERSION)); - - // Load and apply the diffuse texture (colour map) - texDiffuse = LoadTexture("resources/plasma.png"); - model1.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse; - model2.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse; - - // Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture - // NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or MATERIAL_MAP_CUBEMAP - // as they are bound as cube maps - texMask = LoadTexture("resources/mask.png"); - model1.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask; - model2.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask; - shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask"); - - // Frame is incremented each frame to animate the shader - shaderFrame = GetShaderLocation(shader, "frame"); - - // Apply the shader to the two models - model1.materials[0].shader = shader; - model2.materials[0].shader = shader; - -#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 - //-------------------------------------------------------------------------------------- - UnloadModel(model1); - UnloadModel(model2); - UnloadModel(model3); - - UnloadTexture(texDiffuse); // Unload default diffuse texture - UnloadTexture(texMask); // Unload texture mask - - UnloadShader(shader); // Unload shader - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definitions -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void) -{ - // Update - //---------------------------------------------------------------------------------- - framesCounter++; - rotation.x += 0.01f; - rotation.y += 0.005f; - rotation.z -= 0.0025f; - - // Send frames counter to shader for animation - SetShaderValue(shader, shaderFrame, &framesCounter, SHADER_UNIFORM_INT); - - // Rotate one of the models - model1.transform = MatrixRotateXYZ(rotation); - - UpdateCamera(&camera); - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(DARKBLUE); - - BeginMode3D(camera); - - DrawModel(model1, (Vector3){0.5,0,0}, 1, WHITE); - DrawModelEx(model2, (Vector3){-.5,0,0}, (Vector3){1,1,0}, 50, (Vector3){1,1,1}, WHITE); - DrawModel(model3,(Vector3){0,0,-1.5}, 1, WHITE); - DrawGrid(10, 1.0f); // Draw a grid - - EndMode3D(); - - DrawRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE); - DrawText(TextFormat("Frame: %i", framesCounter), 20, 700, 20, WHITE); - - DrawFPS(10, 10); - - EndDrawing(); - //---------------------------------------------------------------------------------- -} |
