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| author | Ray <[email protected]> | 2019-05-14 17:57:45 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-05-14 17:57:45 +0200 |
| commit | 5a27bcaf7115e46a5123e9857007d940998f0650 (patch) | |
| tree | 7179c6a1b4d700c9685dd51cc76cb2b2c90b9609 /examples/src/shaders/shaders_postprocessing.c | |
| parent | 423fdd699225ee9686c44a606bf83272b4c77802 (diff) | |
| download | raylib.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.c | 56 |
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 +} |
