180 lines
7.5 KiB
C
180 lines
7.5 KiB
C
/*******************************************************************************************
|
|
*
|
|
* 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 1.3 (www.raylib.com)
|
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
*
|
|
* Copyright (c) 2015 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"
|
|
};
|
|
|
|
int main()
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
int screenWidth = 800;
|
|
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.material.maps[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];
|
|
|
|
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
|
shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
|
|
shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
|
|
shaders[FX_DREAM_VISION] = LoadShader(0, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
|
|
shaders[FX_PIXELIZER] = LoadShader(0, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
|
|
shaders[FX_CROSS_HATCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
|
|
shaders[FX_CROSS_STITCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
|
|
shaders[FX_PREDATOR_VIEW] = LoadShader(0, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
|
|
shaders[FX_SCANLINES] = LoadShader(0, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
|
|
shaders[FX_FISHEYE] = LoadShader(0, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
|
|
shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
|
|
shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
|
|
shaders[FX_BLUR] = LoadShader(0, FormatText("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); // Update 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
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
BeginTextureMode(target); // Enable drawing to texture
|
|
|
|
BeginMode3D(camera);
|
|
|
|
DrawModel(model, position, 0.1f, WHITE); // Draw 3d model with texture
|
|
|
|
DrawGrid(10, 1.0f); // Draw a grid
|
|
|
|
EndMode3D();
|
|
|
|
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
|
|
|
|
// Render previously generated texture using selected postpro shader
|
|
BeginShaderMode(shaders[currentShader]);
|
|
|
|
// 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();
|
|
|
|
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;
|
|
}
|