1/*******************************************************************************************
2*
3* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
4*
5* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
6* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
7*
8* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
9* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
10* raylib comes with shaders ready for both versions, check raylib/shaders install folder
11*
12* This example has been created using raylib 1.3 (www.raylib.com)
13* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
14*
15* Copyright (c) 2015 Ramon Santamaria (@raysan5)
16*
17********************************************************************************************/
18
19#include "raylib.h"
20
21#if defined(PLATFORM_DESKTOP)
22 #define GLSL_VERSION 330
23#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
24 #define GLSL_VERSION 100
25#endif
26
27int main(void)
28{
29 // Initialization
30 //--------------------------------------------------------------------------------------
31 const int screenWidth = 800;
32 const int screenHeight = 450;
33
34 SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
35
36 InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
37
38 // Define the camera to look into our 3d world
39 Camera camera = { 0 };
40 camera.position = (Vector3){ 8.0f, 8.0f, 8.0f };
41 camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
42 camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
43 camera.fovy = 45.0f;
44 camera.type = CAMERA_PERSPECTIVE;
45
46 Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
47 Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
48 model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
49
50 Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
51
52 // Load postprocessing shader
53 // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
54 Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
55
56 // Get variable (uniform) location on the shader to connect with the program
57 // NOTE: If uniform variable could not be found in the shader, function returns -1
58 int swirlCenterLoc = GetShaderLocation(shader, "center");
59
60 float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
61
62 // Create a RenderTexture2D to be used for render to texture
63 RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
64
65 // Setup orbital camera
66 SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
67
68 SetTargetFPS(60); // Set our game to run at 60 frames-per-second
69 //--------------------------------------------------------------------------------------
70
71 // Main game loop
72 while (!WindowShouldClose()) // Detect window close button or ESC key
73 {
74 // Update
75 //----------------------------------------------------------------------------------
76 Vector2 mousePosition = GetMousePosition();
77
78 swirlCenter[0] = mousePosition.x;
79 swirlCenter[1] = screenHeight - mousePosition.y;
80
81 // Send new value to the shader to be used on drawing
82 SetShaderValue(shader, swirlCenterLoc, swirlCenter, UNIFORM_VEC2);
83
84 UpdateCamera(&camera); // Update camera
85 //----------------------------------------------------------------------------------
86
87 // Draw
88 //----------------------------------------------------------------------------------
89 BeginDrawing();
90
91 ClearBackground(RAYWHITE);
92
93 BeginTextureMode(target); // Enable drawing to texture
94
95 ClearBackground(RAYWHITE); // Clear texture background
96
97 BeginMode3D(camera); // Begin 3d mode drawing
98
99 DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
100
101 DrawGrid(10, 1.0f); // Draw a grid
102
103 EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
104
105 DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
106
107 EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
108
109 BeginShaderMode(shader);
110
111 // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
112 DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
113
114 EndShaderMode();
115
116 // Draw some 2d text over drawn texture
117 DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
118
119 DrawFPS(10, 10);
120
121 EndDrawing();
122 //----------------------------------------------------------------------------------
123 }
124
125 // De-Initialization
126 //--------------------------------------------------------------------------------------
127 UnloadShader(shader); // Unload shader
128 UnloadTexture(texture); // Unload texture
129 UnloadModel(model); // Unload model
130 UnloadRenderTexture(target); // Unload render texture
131
132 CloseWindow(); // Close window and OpenGL context
133 //--------------------------------------------------------------------------------------
134
135 return 0;
136}