From f7bebf9861734c47d0840868f243b186a59a96ba Mon Sep 17 00:00:00 2001 From: Ray Date: Sun, 9 Apr 2017 23:46:47 +0200 Subject: Working on web examples Reorganizing folders Review examples Work on makefile and loader.html --- docs/examples/web/shaders_postprocessing.c | 138 ----------------------------- 1 file changed, 138 deletions(-) delete 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 deleted file mode 100644 index f7a78b01..00000000 --- a/docs/examples/web/shaders_postprocessing.c +++ /dev/null @@ -1,138 +0,0 @@ -/******************************************************************************************* -* -* 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, CAMERA_ORBITAL); // Set an orbital camera mode - -#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