From 1f6eb1fc61d2cc0cca54a79c1516432f09c86313 Mon Sep 17 00:00:00 2001 From: Ray San Date: Mon, 6 Feb 2017 18:48:56 +0100 Subject: Moved raylib webpage to docs folder raylib webpage has been completely reorganized and moved from gh-pages (a pain to work with) to docs folder. Useless libs have been removed, webs have been renamed, etc. Now it would be easier (hopefully) to update webpage. :) --- docs/examples/web/shaders_postprocessing.c | 140 +++++++++++++++++++++++++++++ 1 file changed, 140 insertions(+) create mode 100644 docs/examples/web/shaders_postprocessing.c (limited to 'docs/examples/web/shaders_postprocessing.c') diff --git a/docs/examples/web/shaders_postprocessing.c b/docs/examples/web/shaders_postprocessing.c new file mode 100644 index 00000000..9bb2844f --- /dev/null +++ b/docs/examples/web/shaders_postprocessing.c @@ -0,0 +1,140 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Apply a postprocessing shader to a scene (adapted for HTML5 platform) +* +* 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_WEB) + #include +#endif + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +int screenWidth = 800; +int screenHeight = 450; + +// 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; // OBJ model +Texture2D texture; // Model texture +Shader shader; // Postpro shader + +Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position + +RenderTexture2D target; + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +void UpdateDrawFrame(void); // Update and Draw one frame + +//---------------------------------------------------------------------------------- +// Main Enry Point +//---------------------------------------------------------------------------------- +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader"); + + dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model + texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture + dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture + + shader = LoadShader("resources/shaders/glsl100/base.vs", + "resources/shaders/glsl100/bloom.fs"); // Load postpro shader + + // Create a RenderTexture2D to be used for render to texture + 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 + +#if defined(PLATFORM_WEB) + emscripten_set_main_loop(UpdateDrawFrame, 0, 1); +#else + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + UpdateDrawFrame(); + } +#endif + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); // Unload shader + UnloadTexture(texture); // Unload texture + UnloadModel(dwarf); // Unload model + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- +void UpdateDrawFrame(void) +{ + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera); // Update internal camera and our camera + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginTextureMode(target); // Enable drawing to texture + + Begin3dMode(camera); + + DrawModel(dwarf, position, 2.0f, 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(); + //---------------------------------------------------------------------------------- +} \ No newline at end of file -- cgit v1.2.3