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Diffstat (limited to 'examples/shaders_postprocessing.lua')
| -rw-r--r-- | examples/shaders_postprocessing.lua | 101 |
1 files changed, 101 insertions, 0 deletions
diff --git a/examples/shaders_postprocessing.lua b/examples/shaders_postprocessing.lua new file mode 100644 index 00000000..9e4dfa00 --- /dev/null +++ b/examples/shaders_postprocessing.lua @@ -0,0 +1,101 @@ +------------------------------------------------------------------------------------------- +-- +-- 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 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local 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 +local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)) + +local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model +local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map) +dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture + +local position = Vector3(0.0, 0.0, 0.0) -- Set model position + +local 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 +local target = LoadRenderTexture(screenWidth, screenHeight) + +-- Setup orbital camera +SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode +SetCameraPosition(camera.position) -- Set internal camera position to match our camera position +SetCameraTarget(camera.target) -- Set internal camera target to match our camera target + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + UpdateCamera(&camera) -- Update internal camera and our camera + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + BeginTextureMode(target) -- Enable drawing to texture + + Begin3dMode(camera) + + DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture + + DrawGrid(10, 1.0) -- 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 +-------------------------------------------------------------------------------------------
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