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raylib/examples/shaders/shaders_simple_mask.c
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raylib/examples/shaders/shaders_simple_mask.c
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/*******************************************************************************************
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*
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* raylib [shaders] example - Simple shader mask
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*
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* Example originally created with raylib 2.5, last time updated with raylib 3.7
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*
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* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2024 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************
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*
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* After a model is loaded it has a default material, this material can be
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* modified in place rather than creating one from scratch...
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* While all of the maps have particular names, they can be used for any purpose
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* except for three maps that are applied as cubic maps (see below)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - simple shader mask");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 0.0f, 1.0f, 2.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Define our three models to show the shader on
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Mesh torus = GenMeshTorus(0.3f, 1, 16, 32);
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Model model1 = LoadModelFromMesh(torus);
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Mesh cube = GenMeshCube(0.8f,0.8f,0.8f);
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Model model2 = LoadModelFromMesh(cube);
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// Generate model to be shaded just to see the gaps in the other two
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Mesh sphere = GenMeshSphere(1, 16, 16);
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Model model3 = LoadModelFromMesh(sphere);
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// Load the shader
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mask.fs", GLSL_VERSION));
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// Load and apply the diffuse texture (colour map)
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Texture texDiffuse = LoadTexture("resources/plasma.png");
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model1.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
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model2.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
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// Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture
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// NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or MATERIAL_MAP_CUBEMAP as they are bound as cube maps
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Texture texMask = LoadTexture("resources/mask.png");
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model1.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
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model2.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
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shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
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// Frame is incremented each frame to animate the shader
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int shaderFrame = GetShaderLocation(shader, "frame");
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// Apply the shader to the two models
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model1.materials[0].shader = shader;
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model2.materials[0].shader = shader;
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int framesCounter = 0;
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Vector3 rotation = { 0 }; // Model rotation angles
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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framesCounter++;
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rotation.x += 0.01f;
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rotation.y += 0.005f;
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rotation.z -= 0.0025f;
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// Send frames counter to shader for animation
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SetShaderValue(shader, shaderFrame, &framesCounter, SHADER_UNIFORM_INT);
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// Rotate one of the models
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model1.transform = MatrixRotateXYZ(rotation);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(DARKBLUE);
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BeginMode3D(camera);
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DrawModel(model1, (Vector3){ 0.5f, 0.0f, 0.0f }, 1, WHITE);
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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);
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DrawModel(model3,(Vector3){ 0.0f, 0.0f, -1.5f }, 1, WHITE);
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
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DrawText(TextFormat("Frame: %i", framesCounter), 20, 700, 20, WHITE);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(model1);
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UnloadModel(model2);
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UnloadModel(model3);
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UnloadTexture(texDiffuse); // Unload default diffuse texture
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UnloadTexture(texMask); // Unload texture mask
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UnloadShader(shader); // Unload shader
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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