/******************************************************************************************* * * raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable * * 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 * * Example originally created with raylib 1.3, last time updated with raylib 4.0 * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2015-2023 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 //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ 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 - custom uniform variable"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 8.0f, 8.0f, 8.0f }; // Camera position camera.target = (Vector3){ 0.0f, 1.5f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera projection type Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map) model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position // Load postprocessing shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION)); // Get variable (uniform) location on the shader to connect with the program // NOTE: If uniform variable could not be found in the shader, function returns -1 int swirlCenterLoc = GetShaderLocation(shader, "center"); float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 }; // Create a RenderTexture2D to be used for render to texture RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); 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, CAMERA_ORBITAL); Vector2 mousePosition = GetMousePosition(); swirlCenter[0] = mousePosition.x; swirlCenter[1] = screenHeight - mousePosition.y; // Send new value to the shader to be used on drawing SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginTextureMode(target); // Enable drawing to texture ClearBackground(RAYWHITE); // Clear texture background BeginMode3D(camera); // Begin 3d mode drawing DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture DrawGrid(10, 1.0f); // Draw a grid EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED); EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) BeginDrawing(); ClearBackground(RAYWHITE); // Clear screen background // Enable shader using the custom uniform BeginShaderMode(shader); // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE); EndShaderMode(); // Draw some 2d text over drawn texture DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); // Unload shader UnloadTexture(texture); // Unload texture UnloadModel(model); // Unload model UnloadRenderTexture(target); // Unload render texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }