shaders_postprocessing.c 7.8 KB

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  1. /*******************************************************************************************
  2. *
  3. * raylib [shaders] example - Apply a postprocessing shader to a scene
  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_DESKTOP)
  20. #define GLSL_VERSION 330
  21. #define DEFAULT_VERTEX_SHADER "resources/shaders/glsl330/base.vs"
  22. #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
  23. #define GLSL_VERSION 100
  24. #define DEFAULT_VERTEX_SHADER "resources/shaders/glsl100/base.vs"
  25. #endif
  26. #define MAX_POSTPRO_SHADERS 12
  27. typedef enum {
  28. FX_GRAYSCALE = 0,
  29. FX_POSTERIZATION,
  30. FX_DREAM_VISION,
  31. FX_PIXELIZER,
  32. FX_CROSS_HATCHING,
  33. FX_CROSS_STITCHING,
  34. FX_PREDATOR_VIEW,
  35. FX_SCANLINES,
  36. FX_FISHEYE,
  37. FX_SOBEL,
  38. FX_BLOOM,
  39. FX_BLUR,
  40. //FX_FXAA
  41. } PostproShader;
  42. static const char *postproShaderText[] = {
  43. "GRAYSCALE",
  44. "POSTERIZATION",
  45. "DREAM_VISION",
  46. "PIXELIZER",
  47. "CROSS_HATCHING",
  48. "CROSS_STITCHING",
  49. "PREDATOR_VIEW",
  50. "SCANLINES",
  51. "FISHEYE",
  52. "SOBEL",
  53. "BLOOM",
  54. "BLUR",
  55. //"FXAA"
  56. };
  57. int main()
  58. {
  59. // Initialization
  60. //--------------------------------------------------------------------------------------
  61. int screenWidth = 800;
  62. int screenHeight = 450;
  63. SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
  64. InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
  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 = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
  68. Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
  69. dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set dwarf model diffuse texture
  70. Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
  71. // Load all postpro shaders
  72. // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
  73. // NOTE 2: We load the correct shader depending on GLSL version
  74. Shader shaders[MAX_POSTPRO_SHADERS];
  75. shaders[FX_GRAYSCALE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
  76. shaders[FX_POSTERIZATION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
  77. shaders[FX_DREAM_VISION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
  78. shaders[FX_PIXELIZER] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
  79. shaders[FX_CROSS_HATCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
  80. shaders[FX_CROSS_STITCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
  81. shaders[FX_PREDATOR_VIEW] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
  82. shaders[FX_SCANLINES] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
  83. shaders[FX_FISHEYE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
  84. shaders[FX_SOBEL] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
  85. shaders[FX_BLOOM] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
  86. shaders[FX_BLUR] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
  87. int currentShader = FX_GRAYSCALE;
  88. // Create a RenderTexture2D to be used for render to texture
  89. RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
  90. // Setup orbital camera
  91. SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
  92. SetTargetFPS(60); // Set our game to run at 60 frames-per-second
  93. //--------------------------------------------------------------------------------------
  94. // Main game loop
  95. while (!WindowShouldClose()) // Detect window close button or ESC key
  96. {
  97. // Update
  98. //----------------------------------------------------------------------------------
  99. UpdateCamera(&camera); // Update camera
  100. if (IsKeyPressed(KEY_RIGHT)) currentShader++;
  101. else if (IsKeyPressed(KEY_LEFT)) currentShader--;
  102. if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
  103. else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
  104. //----------------------------------------------------------------------------------
  105. // Draw
  106. //----------------------------------------------------------------------------------
  107. BeginDrawing();
  108. ClearBackground(RAYWHITE);
  109. BeginTextureMode(target); // Enable drawing to texture
  110. Begin3dMode(camera);
  111. DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
  112. DrawGrid(10, 1.0f); // Draw a grid
  113. End3dMode();
  114. EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
  115. // Render previously generated texture using selected postpro shader
  116. BeginShaderMode(shaders[currentShader]);
  117. // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
  118. DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
  119. EndShaderMode();
  120. DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
  121. DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
  122. DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
  123. DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
  124. DrawText("< >", 540, 10, 30, DARKBLUE);
  125. DrawFPS(700, 15);
  126. EndDrawing();
  127. //----------------------------------------------------------------------------------
  128. }
  129. // De-Initialization
  130. //--------------------------------------------------------------------------------------
  131. // Unload all postpro shaders
  132. for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
  133. UnloadTexture(texture); // Unload texture
  134. UnloadModel(dwarf); // Unload model
  135. UnloadRenderTexture(target); // Unload render texture
  136. CloseWindow(); // Close window and OpenGL context
  137. //--------------------------------------------------------------------------------------
  138. return 0;
  139. }