------------------------------------------------------------------------------------------- -- -- 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) -- ------------------------------------------------------------------------------------------- -- Initialization ------------------------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------------------- -- Main game loop while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- UpdateCamera(&camera) -- Update internal camera and our camera --------------------------------------------------------------------------------------- -- Draw --------------------------------------------------------------------------------------- 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() --------------------------------------------------------------------------------------- } -- De-Initialization ------------------------------------------------------------------------------------------- UnloadShader(shader) -- Unload shader UnloadTexture(texture) -- Unload texture UnloadModel(dwarf) -- Unload model UnloadRenderTexture(target) -- Unload render texture CloseWindow() -- Close window and OpenGL context -------------------------------------------------------------------------------------------