|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   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 | 
						
						
							|  | * | 
						
						
							|  | *   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_DESKTOP) | 
						
						
							|  |     #define GLSL_VERSION            330 | 
						
						
							|  | #else   // PLATFORM_RPI, 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" | 
						
						
							|  | }; | 
						
						
							|  | 
 | 
						
						
							|  | int main() | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     int screenWidth = 800; | 
						
						
							|  |     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 = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; | 
						
						
							|  |      | 
						
						
							|  |     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model | 
						
						
							|  |     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map) | 
						
						
							|  |     dwarf.material.maps[MAP_DIFFUSE].texture = texture;                     // Set dwarf 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]; | 
						
						
							|  |      | 
						
						
							|  |     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader | 
						
						
							|  |     shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); | 
						
						
							|  |     shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION)); | 
						
						
							|  |     shaders[FX_DREAM_VISION] = LoadShader(0, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION)); | 
						
						
							|  |     shaders[FX_PIXELIZER] = LoadShader(0, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION)); | 
						
						
							|  |     shaders[FX_CROSS_HATCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION)); | 
						
						
							|  |     shaders[FX_CROSS_STITCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION)); | 
						
						
							|  |     shaders[FX_PREDATOR_VIEW] = LoadShader(0, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION)); | 
						
						
							|  |     shaders[FX_SCANLINES] = LoadShader(0, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION)); | 
						
						
							|  |     shaders[FX_FISHEYE] = LoadShader(0, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION)); | 
						
						
							|  |     shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION)); | 
						
						
							|  |     shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION)); | 
						
						
							|  |     shaders[FX_BLUR] = LoadShader(0, FormatText("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); | 
						
						
							|  |      | 
						
						
							|  |     // Setup orbital camera | 
						
						
							|  |     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode | 
						
						
							|  |  | 
						
						
							|  |     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);              // Update 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(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
 | 
						
						
							|  |     // 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 | 
						
						
							|  |     UnloadRenderTexture(target);    // Unload render texture | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();                  // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
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