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authorRay <[email protected]>2019-05-14 17:57:45 +0200
committerRay <[email protected]>2019-05-14 17:57:45 +0200
commit5a27bcaf7115e46a5123e9857007d940998f0650 (patch)
tree7179c6a1b4d700c9685dd51cc76cb2b2c90b9609 /examples/src/shaders/shaders_postprocessing.c
parent423fdd699225ee9686c44a606bf83272b4c77802 (diff)
downloadraylib.com-5a27bcaf7115e46a5123e9857007d940998f0650.tar.gz
raylib.com-5a27bcaf7115e46a5123e9857007d940998f0650.zip
Review examples collection -WIP-
WARNING: Examples list has been reviewed but examples haven't been recompiled yet... that's not trivial...
Diffstat (limited to 'examples/src/shaders/shaders_postprocessing.c')
-rw-r--r--examples/src/shaders/shaders_postprocessing.c56
1 files changed, 29 insertions, 27 deletions
diff --git a/examples/src/shaders/shaders_postprocessing.c b/examples/src/shaders/shaders_postprocessing.c
index 4aac5f9..7c14641 100644
--- a/examples/src/shaders/shaders_postprocessing.c
+++ b/examples/src/shaders/shaders_postprocessing.c
@@ -20,10 +20,8 @@
#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
@@ -72,31 +70,32 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
// 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 };
+ Camera camera = {{ 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
- Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
- Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
- dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set dwarf model diffuse texture
+ Model model = LoadModel("resources/models/church.obj"); // Load OBJ model
+ Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
+ model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// 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));
+ // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
+ shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
+ shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
+ shaders[FX_DREAM_VISION] = LoadShader(0, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
+ shaders[FX_PIXELIZER] = LoadShader(0, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
+ shaders[FX_CROSS_HATCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
+ shaders[FX_CROSS_STITCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
+ shaders[FX_PREDATOR_VIEW] = LoadShader(0, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
+ shaders[FX_SCANLINES] = LoadShader(0, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
+ shaders[FX_FISHEYE] = LoadShader(0, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
+ shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
+ shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
+ shaders[FX_BLUR] = LoadShader(0, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
int currentShader = FX_GRAYSCALE;
@@ -129,17 +128,19 @@ int main()
ClearBackground(RAYWHITE);
- BeginTextureMode(target); // Enable drawing to texture
+ BeginTextureMode(target); // Enable drawing to texture
- Begin3dMode(camera);
+ ClearBackground(RAYWHITE); // Clear texture background
- DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
+ BeginMode3D(camera); // Begin 3d mode drawing
+
+ DrawModel(model, position, 0.1f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
- End3dMode();
+ EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
- EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
+ EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
// Render previously generated texture using selected postpro shader
BeginShaderMode(shaders[currentShader]);
@@ -149,9 +150,10 @@ int main()
EndShaderMode();
+ // Draw 2d shapes and text over drawn texture
DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
- DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
+ DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
@@ -170,11 +172,11 @@ int main()
for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
UnloadTexture(texture); // Unload texture
- UnloadModel(dwarf); // Unload model
+ UnloadModel(model); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
-} \ No newline at end of file
+}