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- /*******************************************************************************************
- *
- * raylib [shaders] example - Apply a postprocessing shader to a scene
- *
- * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
- * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
- *
- * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
- * on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
- * raylib comes with shaders ready for both versions, check raylib/shaders install folder
- *
- * Example originally created with raylib 1.3, last time updated with raylib 4.0
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
- #else // PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
- #endif
-
- #define MAX_POSTPRO_SHADERS 12
-
- typedef enum {
- FX_GRAYSCALE = 0,
- FX_POSTERIZATION,
- FX_DREAM_VISION,
- FX_PIXELIZER,
- FX_CROSS_HATCHING,
- FX_CROSS_STITCHING,
- FX_PREDATOR_VIEW,
- FX_SCANLINES,
- FX_FISHEYE,
- FX_SOBEL,
- FX_BLOOM,
- FX_BLUR,
- //FX_FXAA
- } PostproShader;
-
- static const char *postproShaderText[] = {
- "GRAYSCALE",
- "POSTERIZATION",
- "DREAM_VISION",
- "PIXELIZER",
- "CROSS_HATCHING",
- "CROSS_STITCHING",
- "PREDATOR_VIEW",
- "SCANLINES",
- "FISHEYE",
- "SOBEL",
- "BLOOM",
- "BLUR",
- //"FXAA"
- };
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
-
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 2.0f, 3.0f, 2.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
-
- Model model = LoadModel("resources/models/church.obj"); // Load OBJ model
- Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
- model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
-
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
-
- // Load all postpro shaders
- // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
- // NOTE 2: We load the correct shader depending on GLSL version
- Shader shaders[MAX_POSTPRO_SHADERS] = { 0 };
-
- // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
- shaders[FX_GRAYSCALE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
- shaders[FX_POSTERIZATION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
- shaders[FX_DREAM_VISION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
- shaders[FX_PIXELIZER] = LoadShader(0, TextFormat("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
- shaders[FX_CROSS_HATCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
- shaders[FX_CROSS_STITCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
- shaders[FX_PREDATOR_VIEW] = LoadShader(0, TextFormat("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
- shaders[FX_SCANLINES] = LoadShader(0, TextFormat("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
- shaders[FX_FISHEYE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
- shaders[FX_SOBEL] = LoadShader(0, TextFormat("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
- shaders[FX_BLOOM] = LoadShader(0, TextFormat("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
- shaders[FX_BLUR] = LoadShader(0, TextFormat("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
-
- int currentShader = FX_GRAYSCALE;
-
- // Create a RenderTexture2D to be used for render to texture
- RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera, CAMERA_ORBITAL);
-
- if (IsKeyPressed(KEY_RIGHT)) currentShader++;
- else if (IsKeyPressed(KEY_LEFT)) currentShader--;
-
- if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
- else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginTextureMode(target); // Enable drawing to texture
- ClearBackground(RAYWHITE); // Clear texture background
-
- BeginMode3D(camera); // Begin 3d mode drawing
- DrawModel(model, position, 0.1f, WHITE); // Draw 3d model with texture
- DrawGrid(10, 1.0f); // Draw a grid
- EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
- EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
-
- BeginDrawing();
- ClearBackground(RAYWHITE); // Clear screen background
-
- // Render generated texture using selected postprocessing shader
- BeginShaderMode(shaders[currentShader]);
- // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
- DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
- EndShaderMode();
-
- // Draw 2d shapes and text over drawn texture
- DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
-
- DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
- DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
- DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
- DrawText("< >", 540, 10, 30, DARKBLUE);
- DrawFPS(700, 15);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- // Unload all postpro shaders
- for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
-
- UnloadTexture(texture); // Unload texture
- UnloadModel(model); // Unload model
- UnloadRenderTexture(target); // Unload render texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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