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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shaders/shaders_custom_uniform.c
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+/*******************************************************************************************
+*
+* raylib [shaders] example - Postprocessing with 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) 2015-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // 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;
+} \ No newline at end of file