Exemplo n.º 1
0
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
int main(void) 
{
	// Initialization (Note windowTitle is unused on Android)
	//---------------------------------------------------------
    InitWindow(screenWidth, screenHeight, "KOALA SEASONS");

    // Load global data here (assets that must be available in all screens, i.e. fonts)
    font = LoadFont("resources/graphics/mainfont.png");

    atlas01 = LoadTexture("resources/graphics/atlas01.png");
    atlas02 = LoadTexture("resources/graphics/atlas02.png");
    
#if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_ANDROID)
    colorBlend = LoadShader("resources/shaders/glsl100/base.vs", "resources/shaders/glsl100/blend_color.fs");
#else
    colorBlend = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/blend_color.fs");
#endif

    InitAudioDevice();
    
    // Load sounds data
    fxJump = LoadSound("resources/audio/jump.ogg");
    fxDash = LoadSound("resources/audio/dash.ogg");
    fxEatLeaves = LoadSound("resources/audio/eat_leaves.ogg");
    fxHitResin = LoadSound("resources/audio/resin_hit.ogg");
    fxWind = LoadSound("resources/audio/wind_sound.ogg");
    fxDieSnake = LoadSound("resources/audio/snake_die.ogg");
    fxDieDingo = LoadSound("resources/audio/dingo_die.ogg");
    fxDieOwl = LoadSound("resources/audio/owl_die.ogg");
    
    
    music = LoadMusicStream("resources/audio/jngl.xm");
    PlayMusicStream(music);
    SetMusicVolume(music, 1.0f);

    // Define and init first screen
    // NOTE: currentScreen is defined in screens.h as a global variable
    currentScreen = TITLE;

    InitLogoScreen();
    //InitOptionsScreen();
    InitTitleScreen();
    InitGameplayScreen();
    InitEndingScreen();

#if defined(PLATFORM_WEB)
    emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------
    
    // Main game loop
    while (!WindowShouldClose()) UpdateDrawFrame();
#endif

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadEndingScreen();
    UnloadTitleScreen();
    UnloadGameplayScreen();
    UnloadLogoScreen();
    
    UnloadTexture(atlas01);
    UnloadTexture(atlas02);
    UnloadFont(font);
    
    UnloadShader(colorBlend);   // Unload color overlay blending shader
    
    UnloadSound(fxJump);
    UnloadSound(fxDash);
    UnloadSound(fxEatLeaves);
    UnloadSound(fxHitResin);
    UnloadSound(fxWind);
    UnloadSound(fxDieSnake);
    UnloadSound(fxDieDingo);
    UnloadSound(fxDieOwl);
    
    UnloadMusicStream(music);
    
    CloseAudioDevice();         // Close audio device

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
void CShaderManager::UnloadAllShaders( )
{
	for( HSHADER hs=0; hs < MAX_EFFECTS; ++hs )
		UnloadShader( hs );
}
Exemplo n.º 3
0
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    int screenWidth = 800;
    int screenHeight = 450;
    
    SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available)

    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");

    // Define the camera to look into our 3d world
    Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
    
    Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
    Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture
    SetModelTexture(&dwarf, texture);                                       // Bind texture to model

    Vector3 position = { 0.0, 0.0, 0.0 };                                   // Set model position
    
    Shader shader = LoadShader("resources/shaders/base.vs", 
                               "resources/shaders/bloom.fs");               // Load postpro shader

    SetPostproShader(shader);               // Set fullscreen postprocessing shader
    
    // Setup orbital camera
    SetCameraMode(CAMERA_ORBITAL);          // Set an orbital camera mode
    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target

    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);              // Update internal camera and our camera
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            Begin3dMode(camera);

                DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture

                DrawGrid(10.0, 1.0);     // Draw a grid

            End3dMode();
            
            DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, BLACK);

            DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadShader(shader);       // Unload shader
    UnloadTexture(texture);     // Unload texture
    UnloadModel(dwarf);         // Unload model

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
Exemplo n.º 4
0
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;
    
    SetConfigFlags(FLAG_MSAA_4X_HINT);
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
    
    // Camera initialization
    Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
    
    // Model initialization
    Vector3 position = { 0.0f, 0.0f, 0.0f };
    Model model = LoadModel("resources/model/dwarf.obj");
    Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
    SetModelShader(&model, shader);
    
    // Shader locations initialization
    int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
    int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
    int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
    int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
    int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
    
    int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
    int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
    int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
    
    // Camera and light vectors shader locations
    int cameraLoc = GetShaderLocation(shader, "cameraPos");
    int lightLoc = GetShaderLocation(shader, "lightPos");
    
    // Model and View matrix locations (required for lighting)
    int modelLoc = GetShaderLocation(shader, "modelMatrix");
    //int viewLoc = GetShaderLocation(shader, "viewMatrix");        // Not used
    
    // Light and material definitions
    Light light;
    Material matBlinn;
    
    // Light initialization
    light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
    light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
    light.intensity = 1.0f;
    light.diffuse = WHITE;
    light.ambient = (Color){ 150, 75, 0, 255 };
    light.specular = WHITE;
    light.specIntensity = 1.0f;
    
    // Material initialization
    matBlinn.colDiffuse = WHITE;
    matBlinn.colAmbient = (Color){ 50, 50, 50, 255 };
    matBlinn.colSpecular = WHITE;
    matBlinn.glossiness = 50.0f;
    
    // Setup camera
    SetCameraMode(CAMERA_FREE);             // Set camera mode
    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target
    
    SetTargetFPS(60);
    //--------------------------------------------------------------------------------------
    
    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        UpdateCamera(&camera);      // Update camera position
        
        // NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT!
        SetShaderValueMatrix(shader, modelLoc, model.transform);            // Send model matrix to shader
        //SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera));   // Not used
        
        // Glossiness input control
        if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
        else if(IsKeyDown(KEY_DOWN))
        {
            matBlinn.glossiness -= SHININESS_SPEED;
            if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
        }
        
        // Light X movement
        if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
        else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
        
        // Light Y movement
        if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
        else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;

        // Light Z movement
        if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
        else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
        
        // Send light values to shader
        SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
        SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
        SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
        SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
        SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
        
        // Send material values to shader
        SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3);
        SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3);
        SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
        
        // Send camera and light transform values to shader
        SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
        SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
        //----------------------------------------------------------------------------------
        
        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();
        
            ClearBackground(RAYWHITE);
            
            Begin3dMode(camera);
                
                DrawModel(model, position, 4.0f, matBlinn.colDiffuse);
                DrawSphere(light.position, 0.5f, GOLD);
                
                DrawGrid(20, 1.0f);
                
            End3dMode();
            
            DrawFPS(10, 10);                // Draw FPS
            
        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadShader(shader);
    UnloadModel(model);

    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------
    
    return 0;
}