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authorvictorfisac <victorfisac@gmail.com>2017-03-06 09:40:04 +0100
committervictorfisac <victorfisac@gmail.com>2017-03-06 09:40:04 +0100
commit9261c3b8dc03d093bff5246a18ad9310ae8eaeb3 (patch)
treeaf87165723ac563ee1a7e1c605c7a4df821d74ea /docs/examples/src/shaders_postprocessing.c
parente8630c78d069a1cba50b1a78108663ebc19e5b9b (diff)
parentb734802743f2089c8d649b27aea48ab71fa653b3 (diff)
downloadraylib-9261c3b8dc03d093bff5246a18ad9310ae8eaeb3.tar.gz
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Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
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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
+*
+* 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"
+
+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.texDiffuse = texture; // Set dwarf model diffuse texture
+
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+
+ Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
+ "resources/shaders/glsl330/bloom.fs"); // Load postpro shader
+
+ // 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
+ //----------------------------------------------------------------------------------
+
+ // 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();
+
+ DrawText("HELLO POSTPROCESSING!", 70, 190, 50, RED);
+
+ EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
+
+ BeginShaderMode(shader);
+
+ // 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();
+
+ DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader); // Unload shader
+ UnloadTexture(texture); // Unload texture
+ UnloadModel(dwarf); // Unload model
+ UnloadRenderTexture(target); // Unload render texture
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file