/******************************************************************************************* * * raylib [shaders] example - Apply a postprocessing shader to a scene (adapted for HTML5 platform) * * 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 * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_WEB) #include #endif #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #define DEFAULT_VERTEX_SHADER "resources/shaders/glsl330/base.vs" #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #define DEFAULT_VERTEX_SHADER "resources/shaders/glsl100/base.vs" #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" }; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; // Define the camera to look into our 3d world Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Model dwarf; // OBJ model Texture2D texture; // Model texture Shader shaders[MAX_POSTPRO_SHADERS]; // Postpro shaders int currentShader = FX_GRAYSCALE; // Current shader selected Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position RenderTexture2D target; //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- void UpdateDrawFrame(void); // Update and Draw one frame //---------------------------------------------------------------------------------- // Main Enry Point //---------------------------------------------------------------------------------- int main() { // Initialization //-------------------------------------------------------------------------------------- SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader"); dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture // 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 shaders[FX_GRAYSCALE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); shaders[FX_POSTERIZATION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION)); shaders[FX_DREAM_VISION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION)); shaders[FX_PIXELIZER] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION)); shaders[FX_CROSS_HATCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION)); shaders[FX_CROSS_STITCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION)); shaders[FX_PREDATOR_VIEW] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION)); shaders[FX_SCANLINES] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION)); shaders[FX_FISHEYE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION)); shaders[FX_SOBEL] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION)); shaders[FX_BLOOM] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION)); shaders[FX_BLUR] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION)); // Create a RenderTexture2D to be used for render to texture target = LoadRenderTexture(screenWidth, screenHeight); // Setup orbital camera SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode #if defined(PLATFORM_WEB) emscripten_set_main_loop(UpdateDrawFrame, 0, 1); #else SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { UpdateDrawFrame(); } #endif // De-Initialization //-------------------------------------------------------------------------------------- // Unload all postpro shaders for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]); UnloadTexture(texture); // Unload texture UnloadModel(dwarf); // Unload model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- void UpdateDrawFrame(void) { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update internal camera and our camera 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 //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginTextureMode(target); // Enable drawing to texture Begin3dMode(camera); DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture DrawGrid(10, 1.0f); // Draw a grid End3dMode(); EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) // Render previously generated texture using selected postpro shader BeginShaderMode(shaders[currentShader]); // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); EndShaderMode(); DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f)); DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY); DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK); DrawText(postproShaderText[currentShader], 330, 15, 20, RED); DrawText("< >", 540, 10, 30, DARKBLUE); DrawFPS(700, 15); EndDrawing(); //---------------------------------------------------------------------------------- }