/******************************************************************************************* * * 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 * * Example originally created with raylib 1.3, last time updated with raylib 4.0 * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2015-2022 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif #define MAX_POSTPRO_SHADERS 12 typedef enum { FX_GRAYSCALE = 0, FX_POSTERIZATION, FX_DREAM_VISION, FX_PIXELIZER, FX_CROSS_HATCHING, FX_CROSS_STITCHING, FX_PREDATOR_VIEW, FX_SCANLINES, FX_FISHEYE, FX_SOBEL, FX_BLOOM, FX_BLUR, //FX_FXAA } PostproShader; static const char *postproShaderText[] = { "GRAYSCALE", "POSTERIZATION", "DREAM_VISION", "PIXELIZER", "CROSS_HATCHING", "CROSS_STITCHING", "PREDATOR_VIEW", "SCANLINES", "FISHEYE", "SOBEL", "BLOOM", "BLUR", //"FXAA" }; //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int 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 Camera camera = { { 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Model model = LoadModel("resources/models/church.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map) model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position // Load all postpro shaders // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER) // NOTE 2: We load the correct shader depending on GLSL version Shader shaders[MAX_POSTPRO_SHADERS] = { 0 }; // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader shaders[FX_GRAYSCALE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); shaders[FX_POSTERIZATION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION)); shaders[FX_DREAM_VISION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION)); shaders[FX_PIXELIZER] = LoadShader(0, TextFormat("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION)); shaders[FX_CROSS_HATCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION)); shaders[FX_CROSS_STITCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION)); shaders[FX_PREDATOR_VIEW] = LoadShader(0, TextFormat("resources/shaders/glsl%i/predator.fs", GLSL_VERSION)); shaders[FX_SCANLINES] = LoadShader(0, TextFormat("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION)); shaders[FX_FISHEYE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION)); shaders[FX_SOBEL] = LoadShader(0, TextFormat("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION)); shaders[FX_BLOOM] = LoadShader(0, TextFormat("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION)); shaders[FX_BLUR] = LoadShader(0, TextFormat("resources/shaders/glsl%i/blur.fs", GLSL_VERSION)); int currentShader = FX_GRAYSCALE; // Create a RenderTexture2D to be used for render to texture RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); // Setup orbital camera SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); if (IsKeyPressed(KEY_RIGHT)) currentShader++; else if (IsKeyPressed(KEY_LEFT)) currentShader--; if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0; else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginTextureMode(target); // Enable drawing to texture ClearBackground(RAYWHITE); // Clear texture background BeginMode3D(camera); // Begin 3d mode drawing DrawModel(model, position, 0.1f, WHITE); // Draw 3d model with texture DrawGrid(10, 1.0f); // Draw a grid EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) BeginDrawing(); ClearBackground(RAYWHITE); // Clear screen background // Render generated texture using selected postprocessing shader BeginShaderMode(shaders[currentShader]); // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE); EndShaderMode(); // Draw 2d shapes and text over drawn texture DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f)); DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY); DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK); DrawText(postproShaderText[currentShader], 330, 15, 20, RED); DrawText("< >", 540, 10, 30, DARKBLUE); DrawFPS(700, 15); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // Unload all postpro shaders for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]); UnloadTexture(texture); // Unload texture UnloadModel(model); // Unload model UnloadRenderTexture(target); // Unload render texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }