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authorRay <raysan5@gmail.com>2017-05-16 00:14:14 +0200
committerRay <raysan5@gmail.com>2017-05-16 00:14:14 +0200
commit65e6a6db53552fa241e81ae52b4258f7969b8771 (patch)
treefd4e83886e52c8aca3b9c5d9586a338546f2044e /examples/shaders/shaders_postprocessing.c
parentc9d6b7e3567bdd02af014e8a7cd1956157307303 (diff)
downloadraylib-65e6a6db53552fa241e81ae52b4258f7969b8771.tar.gz
raylib-65e6a6db53552fa241e81ae52b4258f7969b8771.zip
Improved shaders_postprocessing example
Diffstat (limited to 'examples/shaders/shaders_postprocessing.c')
-rw-r--r--examples/shaders/shaders_postprocessing.c89
1 files changed, 81 insertions, 8 deletions
diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c
index 43d1af72..bb239efa 100644
--- a/examples/shaders/shaders_postprocessing.c
+++ b/examples/shaders/shaders_postprocessing.c
@@ -18,6 +18,48 @@
#include "raylib.h"
+#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"
+};
+
int main()
{
// Initialization
@@ -38,8 +80,25 @@ int main()
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
+ // 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];
+
+ 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));
+
+ int currentShader = FX_GRAYSCALE;
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
@@ -56,6 +115,12 @@ int main()
// 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
@@ -73,21 +138,26 @@ int main()
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);
+ // 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);
-
- DrawFPS(10, 10);
+
+ DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
+ DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
+ DrawText("< >", 540, 10, 30, DARKBLUE);
+
+ DrawFPS(700, 15);
EndDrawing();
//----------------------------------------------------------------------------------
@@ -95,7 +165,10 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
+
+ // 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