mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-01 08:05:07 -04:00
f52a2a6406
subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
145 lines
5.5 KiB
C
145 lines
5.5 KiB
C
/*******************************************************************************************
|
|
*
|
|
* raylib [shaders] example - Simple shader mask
|
|
*
|
|
* This example has been created using raylib 2.5 (www.raylib.com)
|
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
*
|
|
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
|
|
*
|
|
* Copyright (c) 2019 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************
|
|
*
|
|
* After a model is loaded it has a default material, this material can be
|
|
* modified in place rather than creating one from scratch...
|
|
* While all of the maps have particular names, they can be used for any purpose
|
|
* except for three maps that are applied as cubic maps (see below)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include "raylib.h"
|
|
#include "raymath.h"
|
|
|
|
#if defined(PLATFORM_DESKTOP)
|
|
#define GLSL_VERSION 330
|
|
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
#define GLSL_VERSION 100
|
|
#endif
|
|
|
|
int main(void)
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
const int screenWidth = 800;
|
|
const int screenHeight = 450;
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib - simple shader mask");
|
|
|
|
// Define the camera to look into our 3d world
|
|
Camera camera = { 0 };
|
|
camera.position = (Vector3){ 0.0f, 1.0f, 2.0f };
|
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
|
camera.fovy = 45.0f;
|
|
camera.projection = CAMERA_PERSPECTIVE;
|
|
|
|
// Define our three models to show the shader on
|
|
Mesh torus = GenMeshTorus(0.3f, 1, 16, 32);
|
|
Model model1 = LoadModelFromMesh(torus);
|
|
|
|
Mesh cube = GenMeshCube(0.8f,0.8f,0.8f);
|
|
Model model2 = LoadModelFromMesh(cube);
|
|
|
|
// Generate model to be shaded just to see the gaps in the other two
|
|
Mesh sphere = GenMeshSphere(1, 16, 16);
|
|
Model model3 = LoadModelFromMesh(sphere);
|
|
|
|
// Load the shader
|
|
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mask.fs", GLSL_VERSION));
|
|
|
|
// Load and apply the diffuse texture (colour map)
|
|
Texture texDiffuse = LoadTexture("resources/plasma.png");
|
|
model1.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
|
|
model2.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
|
|
|
|
// Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture
|
|
// NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or MATERIAL_MAP_CUBEMAP as they are bound as cube maps
|
|
Texture texMask = LoadTexture("resources/mask.png");
|
|
model1.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
|
|
model2.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
|
|
shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
|
|
|
|
// Frame is incremented each frame to animate the shader
|
|
int shaderFrame = GetShaderLocation(shader, "frame");
|
|
|
|
// Apply the shader to the two models
|
|
model1.materials[0].shader = shader;
|
|
model2.materials[0].shader = shader;
|
|
|
|
int framesCounter = 0;
|
|
Vector3 rotation = { 0 }; // Model rotation angles
|
|
|
|
SetTargetFPS(60); // Set to run at 60 frames-per-second
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
framesCounter++;
|
|
rotation.x += 0.01f;
|
|
rotation.y += 0.005f;
|
|
rotation.z -= 0.0025f;
|
|
|
|
// Send frames counter to shader for animation
|
|
SetShaderValue(shader, shaderFrame, &framesCounter, SHADER_UNIFORM_INT);
|
|
|
|
// Rotate one of the models
|
|
model1.transform = MatrixRotateXYZ(rotation);
|
|
|
|
UpdateCamera(&camera);
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(DARKBLUE);
|
|
|
|
BeginMode3D(camera);
|
|
|
|
DrawModel(model1, (Vector3){0.5,0,0}, 1, WHITE);
|
|
DrawModelEx(model2, (Vector3){-.5,0,0}, (Vector3){1,1,0}, 50, (Vector3){1,1,1}, WHITE);
|
|
DrawModel(model3,(Vector3){0,0,-1.5}, 1, WHITE);
|
|
DrawGrid(10, 1.0f); // Draw a grid
|
|
|
|
EndMode3D();
|
|
|
|
DrawRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
|
|
DrawText(TextFormat("Frame: %i", framesCounter), 20, 700, 20, WHITE);
|
|
|
|
DrawFPS(10, 10);
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
UnloadModel(model1);
|
|
UnloadModel(model2);
|
|
UnloadModel(model3);
|
|
|
|
UnloadTexture(texDiffuse); // Unload default diffuse texture
|
|
UnloadTexture(texMask); // Unload texture mask
|
|
|
|
UnloadShader(shader); // Unload shader
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|