2016-08-06 12:32:35 +03:00
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--
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-- raylib [shaders] example - Apply a postprocessing shader to a scene
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--
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-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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--
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-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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-- raylib comes with shaders ready for both versions, check raylib/shaders install folder
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--
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-- This example has been created using raylib 1.6 (www.raylib.com)
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-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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--
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-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
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--
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-------------------------------------------------------------------------------------------
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-- Initialization
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local screenWidth = 800
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local screenHeight = 450
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SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader")
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-- Define the camera to look into our 3d world
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2016-08-06 17:58:48 +03:00
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local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
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2016-08-06 12:32:35 +03:00
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local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
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local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
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dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture
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local position = Vector3(0.0, 0.0, 0.0) -- Set model position
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local shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/bloom.fs") -- Load postpro shader
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-- Create a RenderTexture2D to be used for render to texture
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local target = LoadRenderTexture(screenWidth, screenHeight)
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-- Setup orbital camera
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2016-08-06 17:58:48 +03:00
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SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
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2016-08-06 12:32:35 +03:00
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SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
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SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
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SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
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-------------------------------------------------------------------------------------------
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-- Main game loop
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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---------------------------------------------------------------------------------------
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2016-08-06 20:29:58 +03:00
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camera = UpdateCamera(camera) -- Update internal camera and our camera
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2016-08-06 12:32:35 +03:00
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---------------------------------------------------------------------------------------
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-- Draw
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---------------------------------------------------------------------------------------
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BeginDrawing()
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ClearBackground(RAYWHITE)
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BeginTextureMode(target) -- Enable drawing to texture
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Begin3dMode(camera)
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DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
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DrawGrid(10, 1.0) -- Draw a grid
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End3dMode()
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DrawText("HELLO POSTPROCESSING!", 70, 190, 50, RED)
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EndTextureMode() -- End drawing to texture (now we have a texture available for next passes)
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BeginShaderMode(shader)
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-- NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE)
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EndShaderMode()
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY)
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DrawFPS(10, 10)
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EndDrawing()
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---------------------------------------------------------------------------------------
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2016-08-06 17:58:48 +03:00
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end
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2016-08-06 12:32:35 +03:00
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-- De-Initialization
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-------------------------------------------------------------------------------------------
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UnloadShader(shader) -- Unload shader
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UnloadTexture(texture) -- Unload texture
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UnloadModel(dwarf) -- Unload model
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UnloadRenderTexture(target) -- Unload render texture
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CloseWindow() -- Close window and OpenGL context
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