pub fn gl_use_default_material()Expand description
Use default macroquad material.
Examples found in repository?
examples/screen_texture.rs (line 38)
4async fn main() {
5 let texture: Texture2D = load_texture("examples/chess.png").await.unwrap();
6
7 let lens_material = load_material(
8 ShaderSource::Glsl {
9 vertex: LENS_VERTEX_SHADER,
10 fragment: LENS_FRAGMENT_SHADER,
11 },
12 MaterialParams {
13 uniforms: vec![UniformDesc::new("Center", UniformType::Float2)],
14 ..Default::default()
15 },
16 )
17 .unwrap();
18
19 loop {
20 clear_background(WHITE);
21 draw_texture_ex(
22 &texture,
23 0.0,
24 0.0,
25 WHITE,
26 DrawTextureParams {
27 dest_size: Some(vec2(screen_width(), screen_height())),
28 ..Default::default()
29 },
30 );
31
32 let lens_center = mouse_position();
33
34 lens_material.set_uniform("Center", lens_center);
35
36 gl_use_material(&lens_material);
37 draw_circle(lens_center.0, lens_center.1, 250.0, RED);
38 gl_use_default_material();
39
40 next_frame().await
41 }
42}More examples
examples/post_processing.rs (line 49)
4async fn main() {
5 let render_target = render_target(320, 150);
6 render_target.texture.set_filter(FilterMode::Nearest);
7
8 let material = load_material(
9 ShaderSource::Glsl {
10 vertex: CRT_VERTEX_SHADER,
11 fragment: CRT_FRAGMENT_SHADER,
12 },
13 Default::default(),
14 )
15 .unwrap();
16
17 loop {
18 // drawing to the texture
19
20 // 0..100, 0..100 camera
21 set_camera(&Camera2D {
22 zoom: vec2(0.01, 0.01),
23 target: vec2(0.0, 0.0),
24 render_target: Some(render_target.clone()),
25 ..Default::default()
26 });
27
28 clear_background(LIGHTGRAY);
29 draw_line(-30.0, 45.0, 30.0, 45.0, 3.0, BLUE);
30 draw_circle(-45.0, -35.0, 20.0, YELLOW);
31 draw_circle(45.0, -35.0, 20.0, GREEN);
32
33 // drawing to the screen
34
35 set_default_camera();
36
37 clear_background(WHITE);
38 gl_use_material(&material);
39 draw_texture_ex(
40 &render_target.texture,
41 0.,
42 0.,
43 WHITE,
44 DrawTextureParams {
45 dest_size: Some(vec2(screen_width(), screen_height())),
46 ..Default::default()
47 },
48 );
49 gl_use_default_material();
50
51 next_frame().await;
52 }
53}examples/custom_material.rs (line 100)
40async fn main() {
41 let pipeline_params = PipelineParams {
42 color_blend: Some(BlendState::new(
43 Equation::Add,
44 BlendFactor::Value(BlendValue::SourceAlpha),
45 BlendFactor::OneMinusValue(BlendValue::SourceAlpha),
46 )),
47 ..Default::default()
48 };
49
50 let mat = load_material(
51 ShaderSource::Glsl {
52 vertex: VERTEX,
53 fragment: FRAGMENT,
54 },
55 MaterialParams {
56 uniforms: vec![UniformDesc::new("test_color", UniformType::Float4)],
57 pipeline_params,
58 ..Default::default()
59 },
60 )
61 .unwrap();
62
63 let mat_with_array = load_material(
64 ShaderSource::Glsl {
65 vertex: VERTEX,
66 fragment: FRAGMENT_WITH_ARRAY,
67 },
68 MaterialParams {
69 uniforms: vec![UniformDesc::array(
70 UniformDesc::new("test_color", UniformType::Float4),
71 10,
72 )],
73 pipeline_params,
74 ..Default::default()
75 },
76 )
77 .unwrap();
78
79 loop {
80 clear_background(GRAY);
81
82 gl_use_material(&mat);
83
84 mat.set_uniform("test_color", vec4(1., 0., 0., 1.));
85
86 draw_rectangle(50.0, 50.0, 100., 100., WHITE);
87
88 mat.set_uniform("test_color", vec4(0., 1., 0., 1.));
89 draw_rectangle(160.0, 50.0, 100., 100., WHITE);
90
91 mat.set_uniform("test_color", vec4(0., 0., 1., 1.));
92 draw_rectangle(270.0, 50.0, 100., 100., WHITE);
93
94 gl_use_material(&mat_with_array);
95 let mut colors: [Vec4; 10] = [vec4(0.0, 1.0, 0.0, 0.0); 10];
96 colors[5] = vec4(0.0, 1.0, 1.0, 1.0);
97 mat_with_array.set_uniform_array("test_color", &colors[..]);
98 draw_rectangle(50.0, 160.0, 100., 100., WHITE);
99
100 gl_use_default_material();
101
102 draw_rectangle(380.0, 50.0, 100., 100., YELLOW);
103
104 next_frame().await
105 }
106}examples/shadertoy.rs (line 112)
47async fn main() {
48 let ferris = load_texture("examples/rust.png").await.unwrap();
49 let (color_picker_texture, color_picker_image) = color_picker_texture(200, 200);
50
51 let mut fragment_shader = DEFAULT_FRAGMENT_SHADER.to_string();
52 let mut vertex_shader = DEFAULT_VERTEX_SHADER.to_string();
53
54 let pipeline_params = PipelineParams {
55 depth_write: true,
56 depth_test: Comparison::LessOrEqual,
57 ..Default::default()
58 };
59
60 let mut material = load_material(
61 ShaderSource::Glsl {
62 vertex: &vertex_shader,
63 fragment: &fragment_shader,
64 },
65 MaterialParams {
66 pipeline_params,
67 ..Default::default()
68 },
69 )
70 .unwrap();
71 let mut error: Option<String> = None;
72
73 enum Mesh {
74 Sphere,
75 Cube,
76 Plane,
77 }
78 let mut mesh = Mesh::Sphere;
79
80 let mut camera = Camera3D {
81 position: vec3(-15., 15., -5.),
82 up: vec3(0., 1., 0.),
83 target: vec3(0., 5., -5.),
84 ..Default::default()
85 };
86
87 let mut colorpicker_window = false;
88 let mut color_picking_uniform = None;
89
90 let mut new_uniform_window = false;
91 let mut new_uniform_name = String::new();
92 let mut uniforms: Vec<(String, Uniform)> = vec![];
93
94 loop {
95 clear_background(WHITE);
96
97 set_camera(&camera);
98
99 draw_grid(
100 20,
101 1.,
102 Color::new(0.55, 0.55, 0.55, 0.75),
103 Color::new(0.75, 0.75, 0.75, 0.75),
104 );
105
106 gl_use_material(&material);
107 match mesh {
108 Mesh::Plane => draw_plane(vec3(0., 2., 0.), vec2(5., 5.), Some(&ferris), WHITE),
109 Mesh::Sphere => draw_sphere(vec3(0., 6., 0.), 5., Some(&ferris), WHITE),
110 Mesh::Cube => draw_cube(vec3(0., 5., 0.), vec3(10., 10., 10.), Some(&ferris), WHITE),
111 }
112 gl_use_default_material();
113
114 set_default_camera();
115
116 let mut need_update = false;
117
118 widgets::Window::new(hash!(), vec2(20., 20.), vec2(470., 650.))
119 .label("Shader")
120 .ui(&mut *root_ui(), |ui| {
121 ui.label(None, "Camera: ");
122 ui.same_line(0.0);
123 if ui.button(None, "Ortho") {
124 camera.projection = Projection::Orthographics;
125 }
126 ui.same_line(0.0);
127 if ui.button(None, "Perspective") {
128 camera.projection = Projection::Perspective;
129 }
130 ui.label(None, "Mesh: ");
131 ui.same_line(0.0);
132 if ui.button(None, "Sphere") {
133 mesh = Mesh::Sphere;
134 }
135 ui.same_line(0.0);
136 if ui.button(None, "Cube") {
137 mesh = Mesh::Cube;
138 }
139 ui.same_line(0.0);
140 if ui.button(None, "Plane") {
141 mesh = Mesh::Plane;
142 }
143
144 ui.label(None, "Uniforms:");
145 ui.separator();
146
147 for (i, (name, uniform)) in uniforms.iter_mut().enumerate() {
148 ui.label(None, &format!("{name}"));
149 ui.same_line(120.0);
150
151 match uniform {
152 Uniform::Float1(x) => {
153 widgets::InputText::new(hash!(hash!(), i))
154 .size(vec2(200.0, 19.0))
155 .filter_numbers()
156 .ui(ui, x);
157
158 if let Ok(x) = x.parse::<f32>() {
159 material.set_uniform(name, x);
160 }
161 }
162 Uniform::Float2(x, y) => {
163 widgets::InputText::new(hash!(hash!(), i))
164 .size(vec2(99.0, 19.0))
165 .filter_numbers()
166 .ui(ui, x);
167
168 ui.same_line(0.0);
169
170 widgets::InputText::new(hash!(hash!(), i))
171 .size(vec2(99.0, 19.0))
172 .filter_numbers()
173 .ui(ui, y);
174
175 if let (Ok(x), Ok(y)) = (x.parse::<f32>(), y.parse::<f32>()) {
176 material.set_uniform(name, (x, y));
177 }
178 }
179 Uniform::Float3(x, y, z) => {
180 widgets::InputText::new(hash!(hash!(), i))
181 .size(vec2(65.0, 19.0))
182 .filter_numbers()
183 .ui(ui, x);
184
185 ui.same_line(0.0);
186
187 widgets::InputText::new(hash!(hash!(), i))
188 .size(vec2(65.0, 19.0))
189 .filter_numbers()
190 .ui(ui, y);
191
192 ui.same_line(0.0);
193
194 widgets::InputText::new(hash!(hash!(), i))
195 .size(vec2(65.0, 19.0))
196 .filter_numbers()
197 .ui(ui, z);
198
199 if let (Ok(x), Ok(y), Ok(z)) =
200 (x.parse::<f32>(), y.parse::<f32>(), z.parse::<f32>())
201 {
202 material.set_uniform(name, (x, y, z));
203 }
204 }
205
206 Uniform::Color(color) => {
207 let mut canvas = ui.canvas();
208
209 let cursor = canvas.cursor();
210
211 canvas.rect(
212 Rect::new(cursor.x + 20.0, cursor.y, 50.0, 18.0),
213 Color::new(0.2, 0.2, 0.2, 1.0),
214 Color::new(color.x, color.y, color.z, 1.0),
215 );
216
217 if ui.button(None, "change") {
218 colorpicker_window = true;
219 color_picking_uniform = Some(name.to_owned());
220 }
221 material.set_uniform(name, (color.x, color.y, color.z));
222 }
223 }
224 }
225 ui.separator();
226 if ui.button(None, "New uniform") {
227 new_uniform_window = true;
228 }
229 TreeNode::new(hash!(), "Fragment shader")
230 .init_unfolded()
231 .ui(ui, |ui| {
232 if ui.editbox(hash!(), vec2(440., 200.), &mut fragment_shader) {
233 need_update = true;
234 };
235 });
236 ui.tree_node(hash!(), "Vertex shader", |ui| {
237 if ui.editbox(hash!(), vec2(440., 300.), &mut vertex_shader) {
238 need_update = true;
239 };
240 });
241
242 if let Some(ref error) = error {
243 Label::new(error).multiline(14.0).ui(ui);
244 }
245 });
246
247 if new_uniform_window {
248 widgets::Window::new(hash!(), vec2(100., 100.), vec2(200., 80.))
249 .label("New uniform")
250 .ui(&mut *root_ui(), |ui| {
251 if ui.active_window_focused() == false {
252 new_uniform_window = false;
253 }
254 ui.input_text(hash!(), "Name", &mut new_uniform_name);
255 let uniform_type = ui.combo_box(
256 hash!(),
257 "Type",
258 &["Float1", "Float2", "Float3", "Color"],
259 None,
260 );
261
262 if ui.button(None, "Add") {
263 if new_uniform_name.is_empty() == false {
264 let uniform = match uniform_type {
265 0 => Uniform::Float1("0".to_string()),
266 1 => Uniform::Float2("0".to_string(), "0".to_string()),
267 2 => Uniform::Float3(
268 "0".to_string(),
269 "0".to_string(),
270 "0".to_string(),
271 ),
272 3 => Uniform::Color(vec3(0.0, 0.0, 0.0)),
273 _ => unreachable!(),
274 };
275 uniforms.push((new_uniform_name.clone(), uniform));
276 new_uniform_name.clear();
277 need_update = true;
278 }
279 new_uniform_window = false;
280 }
281
282 ui.same_line(0.0);
283 if ui.button(None, "Cancel") {
284 new_uniform_window = false;
285 }
286 });
287 }
288
289 if colorpicker_window {
290 colorpicker_window &= widgets::Window::new(hash!(), vec2(140., 100.), vec2(210., 240.))
291 .label("Colorpicker")
292 .ui(&mut *root_ui(), |ui| {
293 if ui.active_window_focused() == false {
294 colorpicker_window = false;
295 }
296
297 let mut canvas = ui.canvas();
298 let cursor = canvas.cursor();
299 let mouse = mouse_position();
300 let x = mouse.0 as i32 - cursor.x as i32;
301 let y = mouse.1 as i32 - (cursor.y as i32 + 20);
302
303 let color = color_picker_image
304 .get_pixel(x.max(0).min(199) as u32, y.max(0).min(199) as u32);
305
306 canvas.rect(
307 Rect::new(cursor.x, cursor.y, 200.0, 18.0),
308 Color::new(0.0, 0.0, 0.0, 1.0),
309 Color::new(color.r, color.g, color.b, 1.0),
310 );
311 canvas.image(
312 Rect::new(cursor.x, cursor.y + 20.0, 200.0, 200.0),
313 &color_picker_texture,
314 );
315
316 if x >= 0 && x < 200 && y >= 0 && y < 200 {
317 canvas.rect(
318 Rect::new(mouse.0 - 3.5, mouse.1 - 3.5, 7.0, 7.0),
319 Color::new(0.3, 0.3, 0.3, 1.0),
320 Color::new(1.0, 1.0, 1.0, 1.0),
321 );
322
323 if is_mouse_button_down(MouseButton::Left) {
324 colorpicker_window = false;
325 let uniform_name = color_picking_uniform.take().unwrap();
326
327 uniforms
328 .iter_mut()
329 .find(|(name, _)| name == &uniform_name)
330 .unwrap()
331 .1 = Uniform::Color(vec3(color.r, color.g, color.b));
332 }
333 }
334 });
335 }
336
337 if need_update {
338 let uniforms = uniforms
339 .iter()
340 .map(|(name, uniform)| UniformDesc::new(name, uniform.uniform_type()))
341 .collect::<Vec<_>>();
342
343 match load_material(
344 ShaderSource::Glsl {
345 vertex: &vertex_shader,
346 fragment: &fragment_shader,
347 },
348 MaterialParams {
349 pipeline_params,
350 uniforms,
351 textures: vec![],
352 },
353 ) {
354 Ok(new_material) => {
355 material = new_material;
356 error = None;
357 }
358 Err(err) => {
359 error = Some(format!("{err:#?}"));
360 }
361 }
362 }
363
364 next_frame().await
365 }
366}