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 | |