mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-14 13:35:07 -05:00
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: "???"
103 lines
4.1 KiB
C
103 lines
4.1 KiB
C
/*******************************************************************************************
|
|
*
|
|
* raylib [shaders] example - Apply a shader to a 3d model
|
|
*
|
|
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
|
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
|
*
|
|
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
|
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
|
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
|
*
|
|
* This example has been created using raylib 1.3 (www.raylib.com)
|
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
*
|
|
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include "raylib.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;
|
|
|
|
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
|
|
|
|
// Define the camera to look into our 3d world
|
|
Camera camera = { 0 };
|
|
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f };
|
|
camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };
|
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
|
camera.fovy = 45.0f;
|
|
camera.projection = CAMERA_PERSPECTIVE;
|
|
|
|
Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
|
|
Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
|
|
|
|
// Load shader for model
|
|
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
|
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
|
|
|
|
model.materials[0].shader = shader; // Set shader effect to 3d model
|
|
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Bind texture to model
|
|
|
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
|
|
|
SetCameraMode(camera, CAMERA_FREE); // Set an orbital camera mode
|
|
|
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
UpdateCamera(&camera); // Update camera
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
BeginMode3D(camera);
|
|
|
|
DrawModel(model, position, 0.2f, WHITE); // Draw 3d model with texture
|
|
|
|
DrawGrid(10, 1.0f); // Draw a grid
|
|
|
|
EndMode3D();
|
|
|
|
DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY);
|
|
|
|
DrawFPS(10, 10);
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
UnloadShader(shader); // Unload shader
|
|
UnloadTexture(texture); // Unload texture
|
|
UnloadModel(model); // Unload model
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
} |