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shaders_custom_uniform.jai
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/*
*
* 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
*
* 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) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#import "raylib";
#import "Math";
#if OS == .WINDOWS || OS == .MACOS
GLSL_VERSION :: 330;
else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
GLSL_VERSION :: 100;
main :: ()
{
// Initialization
//--------------------------------------------------------------------------------------
screenWidth :: 800;
screenHeight :: 450;
SetConfigFlags(.FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
defer CloseWindow(); // Close window and OpenGL context
// Define the camera to look into our 3d world
camera := Camera.{
position = Vector3.{ 8.0, 8.0, 8.0 },
target = Vector3.{ 0.0, 1.5, 0.0 },
up = Vector3.{ 0.0, 1.0, 0.0 },
fovy = 45.0,
projection = .CAMERA_PERSPECTIVE,
};
model := LoadModel("resources/models/barracks.obj"); // Load OBJ model
defer UnloadModel(model);
texture := LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
defer UnloadTexture(texture);
model.materials[0].maps[MaterialMapIndex.MATERIAL_MAP_ALBEDO].texture = texture; // Set model diffuse texture
position := Vector3.{ 0.0, 0.0, 0.0 }; // Set model position
// Load postprocessing shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
shader := LoadShader(null, TextFormat("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
defer UnloadShader(shader);
// 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
swirlCenterLoc := GetShaderLocation(shader, "center");
swirlCenter:[2]float;
swirlCenter[0] = cast(float)screenWidth/2;
swirlCenter[1] = cast(float)screenHeight/2;
// Create a RenderTexture2D to be used for render to texture
target := LoadRenderTexture(screenWidth, screenHeight);
defer UnloadRenderTexture(target);
// Setup orbital camera
SetCameraMode(camera, .CAMERA_ORBITAL); // 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
//----------------------------------------------------------------------------------
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[0], .SHADER_UNIFORM_VEC2);
UpdateCamera(*camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(RAYWHITE); // Clear texture background
BeginMode3D(camera); // Begin 3d mode drawing
DrawModel(model, position, 0.5, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0); // 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)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, make_Rectangle(0, 0, target.texture.width, -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();
//----------------------------------------------------------------------------------
}
}