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| author | raysan5 <raysan5@gmail.com> | 2016-03-30 20:09:16 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-03-30 20:09:16 +0200 |
| commit | 66b096d97848eb096a043781f1f305e7189f2a00 (patch) | |
| tree | cf87fdd3f4bc46dc93dcaa2f189a5d1dd1e3f32b /examples/shaders_postprocessing.c | |
| parent | 1136d4222f81524c10b2319b325fcf1282bc6ec1 (diff) | |
| download | raylib-66b096d97848eb096a043781f1f305e7189f2a00.tar.gz raylib-66b096d97848eb096a043781f1f305e7189f2a00.zip | |
Added support for render to texture (use RenderTexture2D)
Now it's possible to render to texture, old postprocessing system will
be removed on next raylib version.
Diffstat (limited to 'examples/shaders_postprocessing.c')
| -rw-r--r-- | examples/shaders_postprocessing.c | 36 |
1 files changed, 26 insertions, 10 deletions
diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c index 44829648..fabf5131 100644 --- a/examples/shaders_postprocessing.c +++ b/examples/shaders_postprocessing.c @@ -41,7 +41,11 @@ int main() Shader shader = LoadShader("resources/shaders/base.vs", "resources/shaders/bloom.fs"); // Load postpro shader - SetPostproShader(shader); // Set fullscreen postprocessing shader + // NOTE: Old postprocessing system is not flexible enough despite being very easy to use + //SetPostproShader(shader); // Set fullscreen postprocessing shader + + // New postprocessing system let the user create multiple RenderTexture2D and perform multiple render passes + RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); // Setup orbital camera SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode @@ -65,15 +69,26 @@ int main() ClearBackground(RAYWHITE); - Begin3dMode(camera); + BeginTextureMode(target); // Enable render to texture RenderTexture2D + + Begin3dMode(camera); - DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture + DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture - DrawGrid(10, 1.0f); // Draw a grid + DrawGrid(10, 1.0f); // Draw a grid - End3dMode(); + End3dMode(); + + DrawText("HELLO TEXTURE!!!", 120, 200, 60, RED); + + EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) + + SetCustomShader(shader); + // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) + DrawTextureRec(target.texture, (Rectangle){ 0, target.texture.height, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); + SetDefaultShader(); - DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, BLACK); + DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY); DrawFPS(10, 10); @@ -83,11 +98,12 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- - UnloadShader(shader); // Unload shader - UnloadTexture(texture); // Unload texture - UnloadModel(dwarf); // Unload model + UnloadShader(shader); // Unload shader + UnloadTexture(texture); // Unload texture + UnloadModel(dwarf); // Unload model + UnloadRenderTexture(target); // Unload render texture - CloseWindow(); // Close window and OpenGL context + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; |
