summaryrefslogtreecommitdiffhomepage
path: root/examples/web/shaders/shaders_model_shader.c
blob: 18abea5cadb7a8fe9071f0b1a7b8f9c3ed99ebce (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
/*******************************************************************************************
*
*   raylib [shaders] example - Apply a shader to a 3d model (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) 2014 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 };         // OBJ model
Texture2D texture = { 0 };   // Model texture
Shader shader = { 0 };       // Postpro shader

Vector3 position = { 0.0f, 0.0f, 0.0f };  // Set model position

//----------------------------------------------------------------------------------
// 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 - model shader");

    // Define the camera to look into our 3d world
    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 = LoadModel("resources/models/watermill.obj");                  // Load OBJ model
    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 = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));

    model.materials[0].shader = shader;                     // Set shader effect to 3d model
    model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Bind texture to model

    // 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
    //----------------------------------------------------------------------------------
    UpdateCamera(&camera);              // Update internal camera and our camera
    //----------------------------------------------------------------------------------

    // Draw
    //----------------------------------------------------------------------------------
    BeginDrawing();

        ClearBackground(RAYWHITE);

        BeginMode3D(camera);

            DrawModel(model, position, 0.2f, WHITE);   // Draw 3d model with texture

            DrawGrid(10, 1.0f);     // Draw a grid

        EndMode3D();

        DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY);

        DrawFPS(10, 10);

    EndDrawing();
    //----------------------------------------------------------------------------------
}