raylib/examples/shaders_postprocessing.lua

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2016-08-06 12:32:35 +03:00
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--
-- raylib [shaders] example - Apply a postprocessing shader to a scene
--
-- 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 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
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-- Initialization
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local screenWidth = 800
local 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
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))
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
local shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/bloom.fs") -- Load postpro shader
-- Create a RenderTexture2D to be used for render to texture
local target = LoadRenderTexture(screenWidth, screenHeight)
-- 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
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-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
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UpdateCamera(&camera) -- Update internal camera and our camera
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-- Draw
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BeginDrawing()
ClearBackground(RAYWHITE)
BeginTextureMode(target) -- Enable drawing to texture
Begin3dMode(camera)
DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
DrawGrid(10, 1.0) -- Draw a grid
End3dMode()
DrawText("HELLO POSTPROCESSING!", 70, 190, 50, 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, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE)
EndShaderMode()
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY)
DrawFPS(10, 10)
EndDrawing()
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}
-- De-Initialization
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UnloadShader(shader) -- Unload shader
UnloadTexture(texture) -- Unload texture
UnloadModel(dwarf) -- Unload model
UnloadRenderTexture(target) -- Unload render texture
CloseWindow() -- Close window and OpenGL context
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