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shaders_postprocessing.c 8.7 KB

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  1. /*******************************************************************************************
  2. *
  3. * raylib [shaders] example - Apply a postprocessing shader to a scene (adapted for HTML5 platform)
  4. *
  5. * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
  6. * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
  7. *
  8. * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
  9. * on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
  10. * raylib comes with shaders ready for both versions, check raylib/shaders install folder
  11. *
  12. * This example has been created using raylib 1.3 (www.raylib.com)
  13. * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
  14. *
  15. * Copyright (c) 2015 Ramon Santamaria (@raysan5)
  16. *
  17. ********************************************************************************************/
  18. #include "raylib.h"
  19. #if defined(PLATFORM_WEB)
  20. #include <emscripten/emscripten.h>
  21. #endif
  22. #if defined(PLATFORM_DESKTOP)
  23. #define GLSL_VERSION 330
  24. #define DEFAULT_VERTEX_SHADER "resources/shaders/glsl330/base.vs"
  25. #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
  26. #define GLSL_VERSION 100
  27. #define DEFAULT_VERTEX_SHADER "resources/shaders/glsl100/base.vs"
  28. #endif
  29. #define MAX_POSTPRO_SHADERS 12
  30. typedef enum {
  31. FX_GRAYSCALE = 0,
  32. FX_POSTERIZATION,
  33. FX_DREAM_VISION,
  34. FX_PIXELIZER,
  35. FX_CROSS_HATCHING,
  36. FX_CROSS_STITCHING,
  37. FX_PREDATOR_VIEW,
  38. FX_SCANLINES,
  39. FX_FISHEYE,
  40. FX_SOBEL,
  41. FX_BLOOM,
  42. FX_BLUR,
  43. //FX_FXAA
  44. } PostproShader;
  45. static const char *postproShaderText[] = {
  46. "GRAYSCALE",
  47. "POSTERIZATION",
  48. "DREAM_VISION",
  49. "PIXELIZER",
  50. "CROSS_HATCHING",
  51. "CROSS_STITCHING",
  52. "PREDATOR_VIEW",
  53. "SCANLINES",
  54. "FISHEYE",
  55. "SOBEL",
  56. "BLOOM",
  57. "BLUR",
  58. //"FXAA"
  59. };
  60. //----------------------------------------------------------------------------------
  61. // Global Variables Definition
  62. //----------------------------------------------------------------------------------
  63. int screenWidth = 800;
  64. int screenHeight = 450;
  65. // Define the camera to look into our 3d world
  66. Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
  67. Model dwarf; // OBJ model
  68. Texture2D texture; // Model texture
  69. Shader shaders[MAX_POSTPRO_SHADERS]; // Postpro shaders
  70. int currentShader = FX_GRAYSCALE; // Current shader selected
  71. Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
  72. RenderTexture2D target;
  73. //----------------------------------------------------------------------------------
  74. // Module Functions Declaration
  75. //----------------------------------------------------------------------------------
  76. void UpdateDrawFrame(void); // Update and Draw one frame
  77. //----------------------------------------------------------------------------------
  78. // Main Enry Point
  79. //----------------------------------------------------------------------------------
  80. int main()
  81. {
  82. // Initialization
  83. //--------------------------------------------------------------------------------------
  84. SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
  85. InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
  86. dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
  87. texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
  88. dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
  89. // Load all postpro shaders
  90. // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
  91. // NOTE 2: We load the correct shader depending on GLSL version
  92. shaders[FX_GRAYSCALE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
  93. shaders[FX_POSTERIZATION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
  94. shaders[FX_DREAM_VISION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
  95. shaders[FX_PIXELIZER] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
  96. shaders[FX_CROSS_HATCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
  97. shaders[FX_CROSS_STITCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
  98. shaders[FX_PREDATOR_VIEW] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
  99. shaders[FX_SCANLINES] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
  100. shaders[FX_FISHEYE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
  101. shaders[FX_SOBEL] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
  102. shaders[FX_BLOOM] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
  103. shaders[FX_BLUR] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
  104. // Create a RenderTexture2D to be used for render to texture
  105. target = LoadRenderTexture(screenWidth, screenHeight);
  106. // Setup orbital camera
  107. SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
  108. #if defined(PLATFORM_WEB)
  109. emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
  110. #else
  111. SetTargetFPS(60); // Set our game to run at 60 frames-per-second
  112. //--------------------------------------------------------------------------------------
  113. // Main game loop
  114. while (!WindowShouldClose()) // Detect window close button or ESC key
  115. {
  116. UpdateDrawFrame();
  117. }
  118. #endif
  119. // De-Initialization
  120. //--------------------------------------------------------------------------------------
  121. // Unload all postpro shaders
  122. for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
  123. UnloadTexture(texture); // Unload texture
  124. UnloadModel(dwarf); // Unload model
  125. CloseWindow(); // Close window and OpenGL context
  126. //--------------------------------------------------------------------------------------
  127. return 0;
  128. }
  129. //----------------------------------------------------------------------------------
  130. // Module Functions Definition
  131. //----------------------------------------------------------------------------------
  132. void UpdateDrawFrame(void)
  133. {
  134. // Update
  135. //----------------------------------------------------------------------------------
  136. UpdateCamera(&camera); // Update internal camera and our camera
  137. if (IsKeyPressed(KEY_RIGHT)) currentShader++;
  138. else if (IsKeyPressed(KEY_LEFT)) currentShader--;
  139. if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
  140. else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
  141. //----------------------------------------------------------------------------------
  142. // Draw
  143. //----------------------------------------------------------------------------------
  144. BeginDrawing();
  145. ClearBackground(RAYWHITE);
  146. BeginTextureMode(target); // Enable drawing to texture
  147. Begin3dMode(camera);
  148. DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
  149. DrawGrid(10, 1.0f); // Draw a grid
  150. End3dMode();
  151. EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
  152. // Render previously generated texture using selected postpro shader
  153. BeginShaderMode(shaders[currentShader]);
  154. // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
  155. DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
  156. EndShaderMode();
  157. DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
  158. DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
  159. DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
  160. DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
  161. DrawText("< >", 540, 10, 30, DARKBLUE);
  162. DrawFPS(700, 15);
  163. EndDrawing();
  164. //----------------------------------------------------------------------------------
  165. }