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@@ -18,6 +18,48 @@
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#include "raylib.h"
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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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+
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+#define MAX_POSTPRO_SHADERS 12
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+
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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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+
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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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+
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int main()
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int main()
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{
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{
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// Initialization
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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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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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+
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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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+
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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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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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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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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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UpdateCamera(&camera); // Update camera
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+
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+ if (IsKeyPressed(KEY_RIGHT)) currentShader++;
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+ else if (IsKeyPressed(KEY_LEFT)) currentShader--;
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+
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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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//----------------------------------------------------------------------------------
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// Draw
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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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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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End3dMode();
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-
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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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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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// 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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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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EndShaderMode();
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+ DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
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+
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
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-
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- DrawFPS(10, 10);
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+
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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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+
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+ DrawFPS(700, 15);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@@ -95,7 +165,10 @@ int main()
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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- UnloadShader(shader); // Unload shader
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+
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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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+
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UnloadTexture(texture); // Unload texture
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UnloadTexture(texture); // Unload texture
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UnloadModel(dwarf); // Unload model
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UnloadModel(dwarf); // Unload model
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UnloadRenderTexture(target); // Unload render texture
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UnloadRenderTexture(target); // Unload render texture
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