/******************************************************************************************* * * raylib [shaders] example - Simple shader mask * * Example originally created with raylib 2.5, last time updated with raylib 3.7 * * Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5) * * 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) 2019-2023 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 //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shaders] example - 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 position camera.target = (Vector3){ 0.0f, 0.0f, 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 // 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 DisableCursor(); // Limit cursor to relative movement inside the window SetTargetFPS(60); // Set to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera, CAMERA_FIRST_PERSON); 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); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(DARKBLUE); BeginMode3D(camera); DrawModel(model1, (Vector3){ 0.5f, 0.0f, 0.0f }, 1, WHITE); DrawModelEx(model2, (Vector3){ -0.5f, 0.0f, 0.0f }, (Vector3){ 1.0f, 1.0f, 0.0f }, 50, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE); DrawModel(model3,(Vector3){ 0.0f, 0.0f, -1.5f }, 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; }