| 1 | /******************************************************************************************* |
| 2 | * |
| 3 | * raylib [shaders] example - Apply a shader to a 3d model |
| 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) 2014 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 | |
| 27 | int 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 - model shader" ); |
| 37 | |
| 38 | // Define the camera to look into our 3d world |
| 39 | Camera camera = { 0 }; |
| 40 | camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; |
| 41 | camera.target = (Vector3){ 0.0f, 1.0f, -1.0f }; |
| 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/watermill.obj" ); // Load OBJ model |
| 47 | Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png" ); // Load model texture |
| 48 | |
| 49 | // Load shader for model |
| 50 | // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader |
| 51 | Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs" , GLSL_VERSION)); |
| 52 | |
| 53 | model.materials[0].shader = shader; // Set shader effect to 3d model |
| 54 | model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Bind texture to model |
| 55 | |
| 56 | Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position |
| 57 | |
| 58 | SetCameraMode(camera, CAMERA_FREE); // Set an orbital camera mode |
| 59 | |
| 60 | SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
| 61 | //-------------------------------------------------------------------------------------- |
| 62 | |
| 63 | // Main game loop |
| 64 | while (!WindowShouldClose()) // Detect window close button or ESC key |
| 65 | { |
| 66 | // Update |
| 67 | //---------------------------------------------------------------------------------- |
| 68 | UpdateCamera(&camera); // Update camera |
| 69 | //---------------------------------------------------------------------------------- |
| 70 | |
| 71 | // Draw |
| 72 | //---------------------------------------------------------------------------------- |
| 73 | BeginDrawing(); |
| 74 | |
| 75 | ClearBackground(RAYWHITE); |
| 76 | |
| 77 | BeginMode3D(camera); |
| 78 | |
| 79 | DrawModel(model, position, 0.2f, WHITE); // Draw 3d model with texture |
| 80 | |
| 81 | DrawGrid(10, 1.0f); // Draw a grid |
| 82 | |
| 83 | EndMode3D(); |
| 84 | |
| 85 | DrawText("(c) Watermill 3D model by Alberto Cano" , screenWidth - 210, screenHeight - 20, 10, GRAY); |
| 86 | |
| 87 | DrawFPS(10, 10); |
| 88 | |
| 89 | EndDrawing(); |
| 90 | //---------------------------------------------------------------------------------- |
| 91 | } |
| 92 | |
| 93 | // De-Initialization |
| 94 | //-------------------------------------------------------------------------------------- |
| 95 | UnloadShader(shader); // Unload shader |
| 96 | UnloadTexture(texture); // Unload texture |
| 97 | UnloadModel(model); // Unload model |
| 98 | |
| 99 | CloseWindow(); // Close window and OpenGL context |
| 100 | //-------------------------------------------------------------------------------------- |
| 101 | |
| 102 | return 0; |
| 103 | } |