Some reviews for RPI
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@ -18,6 +18,48 @@
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#define DEFAULT_VERTEX_SHADER "resources/shaders/glsl330/base.vs"
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#define DEFAULT_VERTEX_SHADER "resources/shaders/glsl100/base.vs"
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#endif
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#define MAX_POSTPRO_SHADERS 12
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typedef enum {
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FX_GRAYSCALE = 0,
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FX_POSTERIZATION,
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FX_DREAM_VISION,
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FX_PIXELIZER,
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FX_CROSS_HATCHING,
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FX_CROSS_STITCHING,
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FX_PREDATOR_VIEW,
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FX_SCANLINES,
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FX_FISHEYE,
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FX_SOBEL,
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FX_BLOOM,
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FX_BLUR,
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//FX_FXAA
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} PostproShader;
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static const char *postproShaderText[] = {
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"GRAYSCALE",
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"POSTERIZATION",
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"DREAM_VISION",
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"PIXELIZER",
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"CROSS_HATCHING",
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"CROSS_STITCHING",
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"PREDATOR_VIEW",
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"SCANLINES",
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"FISHEYE",
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"SOBEL",
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"BLOOM",
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"BLUR",
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//"FXAA"
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};
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int main()
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{
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// Initialization
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@ -38,8 +80,25 @@ int main()
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/bloom.fs"); // Load postpro shader
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// Load all postpro shaders
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// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
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// NOTE 2: We load the correct shader depending on GLSL version
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Shader shaders[MAX_POSTPRO_SHADERS];
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shaders[FX_GRAYSCALE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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shaders[FX_POSTERIZATION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
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shaders[FX_DREAM_VISION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
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shaders[FX_PIXELIZER] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
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shaders[FX_CROSS_HATCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
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shaders[FX_CROSS_STITCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
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shaders[FX_PREDATOR_VIEW] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
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shaders[FX_SCANLINES] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
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shaders[FX_FISHEYE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
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shaders[FX_SOBEL] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
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shaders[FX_BLOOM] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
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shaders[FX_BLUR] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
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int currentShader = FX_GRAYSCALE;
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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@ -56,6 +115,12 @@ int main()
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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if (IsKeyPressed(KEY_RIGHT)) currentShader++;
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else if (IsKeyPressed(KEY_LEFT)) currentShader--;
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if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
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else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
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//----------------------------------------------------------------------------------
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// Draw
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@ -73,21 +138,26 @@ int main()
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DrawGrid(10, 1.0f); // 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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// Render previously generated texture using selected postpro shader
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BeginShaderMode(shaders[currentShader]);
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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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DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
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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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DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
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DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
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DrawText("< >", 540, 10, 30, DARKBLUE);
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DrawFPS(700, 15);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -95,7 +165,10 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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// Unload all postpro shaders
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for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
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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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@ -162,9 +162,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),WINDOWS)
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# external libraries to link with
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# GLFW3
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LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
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LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
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# OpenAL Soft
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LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
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LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
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endif
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endif
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@ -195,6 +195,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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else
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LIBS += -lopenal32dll
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endif
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PHYSAC_LIBS = -static -lpthread
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endif
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endif
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endif
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@ -524,23 +525,23 @@ audio/audio_raw_stream: audio/audio_raw_stream.c
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# compile [physac] example - physics demo
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physac/physics_demo: physac/physics_demo.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -static -lpthread -D$(PLATFORM) $(WINFLAGS)
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) $(PHYSAC_LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [physac] example - physics friction
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physac/physics_friction: physac/physics_friction.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -static -lpthread -D$(PLATFORM) $(WINFLAGS)
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) $(PHYSAC_LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [physac] example - physics movement
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physac/physics_movement: physac/physics_movement.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -static -lpthread -D$(PLATFORM) $(WINFLAGS)
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) $(PHYSAC_LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [physac] example - physics restitution
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physac/physics_restitution: physac/physics_restitution.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -static -lpthread -D$(PLATFORM) $(WINFLAGS)
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) $(PHYSAC_LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [physac] example - physics shatter
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physac/physics_shatter: physac/physics_shatter.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -static -lpthread -D$(PLATFORM) $(WINFLAGS)
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) $(PHYSAC_LIBS) -D$(PLATFORM) $(WINFLAGS)
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ifeq ($(PLATFORM),PLATFORM_ANDROID)
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external/native_app_glue.o : native_app_glue.c native_app_glue.h
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cursorColor = PURPLE;
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hitObjectName = "Triangle";
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bary = VectorBarycenter(nearestHit.hitPosition, ta, tb, tc);
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bary = VectorBarycenter(nearestHit.position, ta, tb, tc);
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hitTriangle = true;
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}
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else hitTriangle = false;
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@ -136,15 +136,15 @@ int main()
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// If we hit something, draw the cursor at the hit point
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if (nearestHit.hit)
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{
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DrawCube(nearestHit.hitPosition, 0.3, 0.3, 0.3, cursorColor);
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DrawCubeWires(nearestHit.hitPosition, 0.3, 0.3, 0.3, RED);
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DrawCube(nearestHit.position, 0.3, 0.3, 0.3, cursorColor);
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DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED);
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Vector3 normalEnd;
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normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x;
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normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y;
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normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z;
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normalEnd.x = nearestHit.position.x + nearestHit.normal.x;
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normalEnd.y = nearestHit.position.y + nearestHit.normal.y;
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normalEnd.z = nearestHit.position.z + nearestHit.normal.z;
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DrawLine3D(nearestHit.hitPosition, normalEnd, RED);
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DrawLine3D(nearestHit.position, normalEnd, RED);
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}
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DrawRay(ray, MAROON);
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@ -163,14 +163,14 @@ int main()
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DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
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DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f",
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nearestHit.hitPosition.x,
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nearestHit.hitPosition.y,
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nearestHit.hitPosition.z), 10, ypos + 15, 10, BLACK);
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nearestHit.position.x,
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nearestHit.position.y,
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nearestHit.position.z), 10, ypos + 15, 10, BLACK);
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DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f",
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nearestHit.hitNormal.x,
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nearestHit.hitNormal.y,
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nearestHit.hitNormal.z), 10, ypos + 30, 10, BLACK);
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nearestHit.normal.x,
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nearestHit.normal.y,
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nearestHit.normal.z), 10, ypos + 30, 10, BLACK);
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if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
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}
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SetTextureFilter(font.texture, FILTER_POINT);
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int currentFontFilter = 0; // FILTER_POINT
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// NOTE: Drag and drop support only available for desktop platforms: Windows, Linux, OSX
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#if defined(PLATFORM_DESKTOP)
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int count = 0;
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char **droppedFiles;
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#endif
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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@ -74,6 +77,7 @@ int main()
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if (IsKeyDown(KEY_LEFT)) fontPosition.x -= 10;
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else if (IsKeyDown(KEY_RIGHT)) fontPosition.x += 10;
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#if defined(PLATFORM_DESKTOP)
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// Load a dropped TTF file dynamically (at current fontSize)
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if (IsFileDropped())
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{
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@ -86,6 +90,7 @@ int main()
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ClearDroppedFiles();
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}
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}
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#endif
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//----------------------------------------------------------------------------------
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// Draw
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@ -119,10 +124,11 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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#if defined(PLATFORM_DESKTOP)
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ClearDroppedFiles(); // Clear internal buffers
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#endif
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UnloadSpriteFont(font); // SpriteFont unloading
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ClearDroppedFiles(); // Clear internal buffers
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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#include <stdlib.h> // Required for: malloc(), free(), srand(), rand()
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#include <math.h> // Required for: cosf(), sinf(), fabs(), sqrtf()
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#include "raymath.h" // Required for: Vector2Add(), Vector2Subtract()
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#if defined(_WIN32)
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// Functions required to query time on Windows
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int __stdcall QueryPerformanceCounter(unsigned long long int *lpPerformanceCount);
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int __stdcall QueryPerformanceFrequency(unsigned long long int *lpFrequency);
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#elif defined(__linux__) || defined(PLATFORM_WEB)
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#define _DEFAULT_SOURCE // Enables BSD function definitions and C99 POSIX compliance
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//#define _DEFAULT_SOURCE // Enables BSD function definitions and C99 POSIX compliance
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#include <sys/time.h> // Required for: timespec
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#include <time.h> // Required for: clock_gettime()
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#include <stdint.h>
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