| 1 | /******************************************************************************************* |
| 2 | * |
| 3 | * raylib [shaders] example - Simple shader mask |
| 4 | * |
| 5 | * This example has been created using raylib 2.5 (www.raylib.com) |
| 6 | * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
| 7 | * |
| 8 | * Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5) |
| 9 | * |
| 10 | * Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5) |
| 11 | * |
| 12 | ******************************************************************************************** |
| 13 | * |
| 14 | * After a model is loaded it has a default material, this material can be |
| 15 | * modified in place rather than creating one from scratch... |
| 16 | * While all of the maps have particular names, they can be used for any purpose |
| 17 | * except for three maps that are applied as cubic maps (see below) |
| 18 | * |
| 19 | ********************************************************************************************/ |
| 20 | |
| 21 | #include "raylib.h" |
| 22 | #include "raymath.h" |
| 23 | |
| 24 | #if defined(PLATFORM_DESKTOP) |
| 25 | #define GLSL_VERSION 330 |
| 26 | #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB |
| 27 | #define GLSL_VERSION 100 |
| 28 | #endif |
| 29 | |
| 30 | int main(void) |
| 31 | { |
| 32 | // Initialization |
| 33 | //-------------------------------------------------------------------------------------- |
| 34 | const int screenWidth = 800; |
| 35 | const int screenHeight = 450; |
| 36 | |
| 37 | InitWindow(screenWidth, screenHeight, "raylib - simple shader mask" ); |
| 38 | |
| 39 | // Define the camera to look into our 3d world |
| 40 | Camera camera = { 0 }; |
| 41 | camera.position = (Vector3){ 0.0f, 1.0f, 2.0f }; |
| 42 | camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; |
| 43 | camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; |
| 44 | camera.fovy = 45.0f; |
| 45 | camera.type = CAMERA_PERSPECTIVE; |
| 46 | |
| 47 | // Define our three models to show the shader on |
| 48 | Mesh torus = GenMeshTorus(.3, 1, 16, 32); |
| 49 | Model model1 = LoadModelFromMesh(torus); |
| 50 | |
| 51 | Mesh cube = GenMeshCube(.8,.8,.8); |
| 52 | Model model2 = LoadModelFromMesh(cube); |
| 53 | |
| 54 | // Generate model to be shaded just to see the gaps in the other two |
| 55 | Mesh sphere = GenMeshSphere(1, 16, 16); |
| 56 | Model model3 = LoadModelFromMesh(sphere); |
| 57 | |
| 58 | // Load the shader |
| 59 | Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/mask.fs" , GLSL_VERSION)); |
| 60 | |
| 61 | // Load and apply the diffuse texture (colour map) |
| 62 | Texture texDiffuse = LoadTexture("resources/plasma.png" ); |
| 63 | model1.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse; |
| 64 | model2.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse; |
| 65 | |
| 66 | // Using MAP_EMISSION as a spare slot to use for 2nd texture |
| 67 | // NOTE: Don't use MAP_IRRADIANCE, MAP_PREFILTER or MAP_CUBEMAP |
| 68 | // as they are bound as cube maps |
| 69 | Texture texMask = LoadTexture("resources/mask.png" ); |
| 70 | model1.materials[0].maps[MAP_EMISSION].texture = texMask; |
| 71 | model2.materials[0].maps[MAP_EMISSION].texture = texMask; |
| 72 | shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask" ); |
| 73 | |
| 74 | // Frame is incremented each frame to animate the shader |
| 75 | int shaderFrame = GetShaderLocation(shader, "frame" ); |
| 76 | |
| 77 | // Apply the shader to the two models |
| 78 | model1.materials[0].shader = shader; |
| 79 | model2.materials[0].shader = shader; |
| 80 | |
| 81 | int framesCounter = 0; |
| 82 | Vector3 rotation = { 0 }; // Model rotation angles |
| 83 | |
| 84 | SetTargetFPS(60); // Set to run at 60 frames-per-second |
| 85 | //-------------------------------------------------------------------------------------- |
| 86 | |
| 87 | // Main game loop |
| 88 | while (!WindowShouldClose()) // Detect window close button or ESC key |
| 89 | { |
| 90 | // Update |
| 91 | //---------------------------------------------------------------------------------- |
| 92 | framesCounter++; |
| 93 | rotation.x += 0.01f; |
| 94 | rotation.y += 0.005f; |
| 95 | rotation.z -= 0.0025f; |
| 96 | |
| 97 | // Send frames counter to shader for animation |
| 98 | SetShaderValue(shader, shaderFrame, &framesCounter, UNIFORM_INT); |
| 99 | |
| 100 | // Rotate one of the models |
| 101 | model1.transform = MatrixRotateXYZ(rotation); |
| 102 | |
| 103 | UpdateCamera(&camera); |
| 104 | //---------------------------------------------------------------------------------- |
| 105 | |
| 106 | // Draw |
| 107 | //---------------------------------------------------------------------------------- |
| 108 | BeginDrawing(); |
| 109 | |
| 110 | ClearBackground(DARKBLUE); |
| 111 | |
| 112 | BeginMode3D(camera); |
| 113 | |
| 114 | DrawModel(model1, (Vector3){0.5,0,0}, 1, WHITE); |
| 115 | DrawModelEx(model2, (Vector3){-.5,0,0}, (Vector3){1,1,0}, 50, (Vector3){1,1,1}, WHITE); |
| 116 | DrawModel(model3,(Vector3){0,0,-1.5}, 1, WHITE); |
| 117 | DrawGrid(10, 1.0f); // Draw a grid |
| 118 | |
| 119 | EndMode3D(); |
| 120 | |
| 121 | DrawRectangle(16, 698, MeasureText(FormatText("Frame: %i" , framesCounter), 20) + 8, 42, BLUE); |
| 122 | DrawText(FormatText("Frame: %i" , framesCounter), 20, 700, 20, WHITE); |
| 123 | |
| 124 | DrawFPS(10, 10); |
| 125 | |
| 126 | EndDrawing(); |
| 127 | //---------------------------------------------------------------------------------- |
| 128 | } |
| 129 | |
| 130 | // De-Initialization |
| 131 | //-------------------------------------------------------------------------------------- |
| 132 | UnloadModel(model1); |
| 133 | UnloadModel(model2); |
| 134 | UnloadModel(model3); |
| 135 | |
| 136 | UnloadTexture(texDiffuse); // Unload default diffuse texture |
| 137 | UnloadTexture(texMask); // Unload texture mask |
| 138 | |
| 139 | UnloadShader(shader); // Unload shader |
| 140 | |
| 141 | CloseWindow(); // Close window and OpenGL context |
| 142 | //-------------------------------------------------------------------------------------- |
| 143 | |
| 144 | return 0; |
| 145 | } |
| 146 | |