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
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 - 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}