| 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 | |
| 19 | #include "raylib.h" |
| 20 | |
| 21 | #if defined(PLATFORM_DESKTOP) |
| 22 | #define GLSL_VERSION 330 |
| 23 | #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB |
| 24 | #define GLSL_VERSION 100 |
| 25 | #endif |
| 26 | |
| 27 | #define MAX_POSTPRO_SHADERS 12 |
| 28 | |
| 29 | typedef enum { |
| 30 | FX_GRAYSCALE = 0, |
| 31 | FX_POSTERIZATION, |
| 32 | FX_DREAM_VISION, |
| 33 | FX_PIXELIZER, |
| 34 | FX_CROSS_HATCHING, |
| 35 | FX_CROSS_STITCHING, |
| 36 | FX_PREDATOR_VIEW, |
| 37 | FX_SCANLINES, |
| 38 | FX_FISHEYE, |
| 39 | FX_SOBEL, |
| 40 | FX_BLOOM, |
| 41 | FX_BLUR, |
| 42 | //FX_FXAA |
| 43 | } PostproShader; |
| 44 | |
| 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 | int main(void) |
| 62 | { |
| 63 | // Initialization |
| 64 | //-------------------------------------------------------------------------------------- |
| 65 | const int screenWidth = 800; |
| 66 | const int screenHeight = 450; |
| 67 | |
| 68 | SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) |
| 69 | |
| 70 | InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader" ); |
| 71 | |
| 72 | // Define the camera to look into our 3d world |
| 73 | Camera camera = { { 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; |
| 74 | |
| 75 | Model model = LoadModel("resources/models/church.obj" ); // Load OBJ model |
| 76 | Texture2D texture = LoadTexture("resources/models/church_diffuse.png" ); // Load model texture (diffuse map) |
| 77 | model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture |
| 78 | |
| 79 | Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position |
| 80 | |
| 81 | // Load all postpro shaders |
| 82 | // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER) |
| 83 | // NOTE 2: We load the correct shader depending on GLSL version |
| 84 | Shader shaders[MAX_POSTPRO_SHADERS] = { 0 }; |
| 85 | |
| 86 | // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader |
| 87 | shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs" , GLSL_VERSION)); |
| 88 | shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs" , GLSL_VERSION)); |
| 89 | shaders[FX_DREAM_VISION] = LoadShader(0, FormatText("resources/shaders/glsl%i/dream_vision.fs" , GLSL_VERSION)); |
| 90 | shaders[FX_PIXELIZER] = LoadShader(0, FormatText("resources/shaders/glsl%i/pixelizer.fs" , GLSL_VERSION)); |
| 91 | shaders[FX_CROSS_HATCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_hatching.fs" , GLSL_VERSION)); |
| 92 | shaders[FX_CROSS_STITCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_stitching.fs" , GLSL_VERSION)); |
| 93 | shaders[FX_PREDATOR_VIEW] = LoadShader(0, FormatText("resources/shaders/glsl%i/predator.fs" , GLSL_VERSION)); |
| 94 | shaders[FX_SCANLINES] = LoadShader(0, FormatText("resources/shaders/glsl%i/scanlines.fs" , GLSL_VERSION)); |
| 95 | shaders[FX_FISHEYE] = LoadShader(0, FormatText("resources/shaders/glsl%i/fisheye.fs" , GLSL_VERSION)); |
| 96 | shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs" , GLSL_VERSION)); |
| 97 | shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs" , GLSL_VERSION)); |
| 98 | shaders[FX_BLUR] = LoadShader(0, FormatText("resources/shaders/glsl%i/blur.fs" , GLSL_VERSION)); |
| 99 | |
| 100 | int currentShader = FX_GRAYSCALE; |
| 101 | |
| 102 | // Create a RenderTexture2D to be used for render to texture |
| 103 | RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); |
| 104 | |
| 105 | // Setup orbital camera |
| 106 | SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode |
| 107 | |
| 108 | SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
| 109 | //-------------------------------------------------------------------------------------- |
| 110 | |
| 111 | // Main game loop |
| 112 | while (!WindowShouldClose()) // Detect window close button or ESC key |
| 113 | { |
| 114 | // Update |
| 115 | //---------------------------------------------------------------------------------- |
| 116 | UpdateCamera(&camera); // Update camera |
| 117 | |
| 118 | if (IsKeyPressed(KEY_RIGHT)) currentShader++; |
| 119 | else if (IsKeyPressed(KEY_LEFT)) currentShader--; |
| 120 | |
| 121 | if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0; |
| 122 | else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1; |
| 123 | //---------------------------------------------------------------------------------- |
| 124 | |
| 125 | // Draw |
| 126 | //---------------------------------------------------------------------------------- |
| 127 | BeginDrawing(); |
| 128 | |
| 129 | ClearBackground(RAYWHITE); |
| 130 | |
| 131 | BeginTextureMode(target); // Enable drawing to texture |
| 132 | |
| 133 | ClearBackground(RAYWHITE); // Clear texture background |
| 134 | |
| 135 | BeginMode3D(camera); // Begin 3d mode drawing |
| 136 | |
| 137 | DrawModel(model, position, 0.1f, WHITE); // Draw 3d model with texture |
| 138 | |
| 139 | DrawGrid(10, 1.0f); // Draw a grid |
| 140 | |
| 141 | EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode |
| 142 | |
| 143 | EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) |
| 144 | |
| 145 | // Render previously generated texture using selected postpro shader |
| 146 | BeginShaderMode(shaders[currentShader]); |
| 147 | |
| 148 | // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) |
| 149 | DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); |
| 150 | |
| 151 | EndShaderMode(); |
| 152 | |
| 153 | // Draw 2d shapes and text over drawn texture |
| 154 | DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f)); |
| 155 | |
| 156 | DrawText("(c) Church 3D model by Alberto Cano" , screenWidth - 200, screenHeight - 20, 10, GRAY); |
| 157 | |
| 158 | DrawText("CURRENT POSTPRO SHADER:" , 10, 15, 20, BLACK); |
| 159 | DrawText(postproShaderText[currentShader], 330, 15, 20, RED); |
| 160 | DrawText("< >" , 540, 10, 30, DARKBLUE); |
| 161 | |
| 162 | DrawFPS(700, 15); |
| 163 | |
| 164 | EndDrawing(); |
| 165 | //---------------------------------------------------------------------------------- |
| 166 | } |
| 167 | |
| 168 | // De-Initialization |
| 169 | //-------------------------------------------------------------------------------------- |
| 170 | |
| 171 | // Unload all postpro shaders |
| 172 | for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]); |
| 173 | |
| 174 | UnloadTexture(texture); // Unload texture |
| 175 | UnloadModel(model); // Unload model |
| 176 | UnloadRenderTexture(target); // Unload render texture |
| 177 | |
| 178 | CloseWindow(); // Close window and OpenGL context |
| 179 | //-------------------------------------------------------------------------------------- |
| 180 | |
| 181 | return 0; |
| 182 | } |
| 183 | |