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authorraysan5 <[email protected]>2017-07-24 19:45:46 +0200
committerraysan5 <[email protected]>2017-07-24 19:45:46 +0200
commit46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936 (patch)
treefae44589bea3de03639b0ce88d0adc29044ed062 /examples/src/shaders
downloadraylib.com-46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936.tar.gz
raylib.com-46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936.zip
Added webpage
Moved from @raysan5/raylib/docs
Diffstat (limited to 'examples/src/shaders')
-rw-r--r--examples/src/shaders/shaders_custom_uniform.c121
-rw-r--r--examples/src/shaders/shaders_model_shader.c93
-rw-r--r--examples/src/shaders/shaders_postprocessing.c180
-rw-r--r--examples/src/shaders/shaders_shapes_textures.c109
4 files changed, 503 insertions, 0 deletions
diff --git a/examples/src/shaders/shaders_custom_uniform.c b/examples/src/shaders/shaders_custom_uniform.c
new file mode 100644
index 0000000..89f87df
--- /dev/null
+++ b/examples/src/shaders/shaders_custom_uniform.c
@@ -0,0 +1,121 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
+*
+* 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"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
+
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
+
+ // 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 = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
+ Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
+ dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
+
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+
+ Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
+ "resources/shaders/glsl330/swirl.fs"); // Load postpro shader
+
+ // Get variable (uniform) location on the shader to connect with the program
+ // NOTE: If uniform variable could not be found in the shader, function returns -1
+ int swirlCenterLoc = GetShaderLocation(shader, "center");
+
+ float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
+
+ // Create a RenderTexture2D to be used for render to texture
+ RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
+
+ // Setup orbital camera
+ SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ Vector2 mousePosition = GetMousePosition();
+
+ swirlCenter[0] = mousePosition.x;
+ swirlCenter[1] = screenHeight - mousePosition.y;
+
+ // Send new value to the shader to be used on drawing
+ SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2);
+
+ UpdateCamera(&camera); // Update 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("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, 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, GRAY);
+
+ 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
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/src/shaders/shaders_model_shader.c b/examples/src/shaders/shaders_model_shader.c
new file mode 100644
index 0000000..51e9c1b
--- /dev/null
+++ b/examples/src/shaders/shaders_model_shader.c
@@ -0,0 +1,93 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - Apply a shader to a 3d model
+*
+* 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) 2014 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
+
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model 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 };
+
+ Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
+ Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
+ Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
+ "resources/shaders/glsl330/grayscale.fs"); // Load model shader
+
+ dwarf.material.shader = shader; // Set shader effect to 3d model
+ dwarf.material.texDiffuse = texture; // Bind texture to model
+
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+
+ SetCameraMode(camera, CAMERA_FREE); // Set an orbital camera mode
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera); // Update camera
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ Begin3dMode(camera);
+
+ DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
+
+ DrawGrid(10, 1.0f); // Draw a grid
+
+ End3dMode();
+
+ DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
+
+ DrawText(FormatText("Camera position: (%.2f, %.2f, %.2f)", camera.position.x, camera.position.y, camera.position.z), 600, 20, 10, BLACK);
+ DrawText(FormatText("Camera target: (%.2f, %.2f, %.2f)", camera.target.x, camera.target.y, camera.target.z), 600, 40, 10, GRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader); // Unload shader
+ UnloadTexture(texture); // Unload texture
+ UnloadModel(dwarf); // Unload model
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/src/shaders/shaders_postprocessing.c b/examples/src/shaders/shaders_postprocessing.c
new file mode 100644
index 0000000..bb239ef
--- /dev/null
+++ b/examples/src/shaders/shaders_postprocessing.c
@@ -0,0 +1,180 @@
+/*******************************************************************************************
+*
+* 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 1.3 (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_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
+
+typedef enum {
+ FX_GRAYSCALE = 0,
+ FX_POSTERIZATION,
+ FX_DREAM_VISION,
+ FX_PIXELIZER,
+ FX_CROSS_HATCHING,
+ FX_CROSS_STITCHING,
+ FX_PREDATOR_VIEW,
+ FX_SCANLINES,
+ FX_FISHEYE,
+ FX_SOBEL,
+ FX_BLOOM,
+ FX_BLUR,
+ //FX_FXAA
+} PostproShader;
+
+static const char *postproShaderText[] = {
+ "GRAYSCALE",
+ "POSTERIZATION",
+ "DREAM_VISION",
+ "PIXELIZER",
+ "CROSS_HATCHING",
+ "CROSS_STITCHING",
+ "PREDATOR_VIEW",
+ "SCANLINES",
+ "FISHEYE",
+ "SOBEL",
+ "BLOOM",
+ "BLUR",
+ //"FXAA"
+};
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int 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
+ Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+
+ 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.texDiffuse = texture; // Set dwarf model diffuse texture
+
+ 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));
+
+ int currentShader = FX_GRAYSCALE;
+
+ // Create a RenderTexture2D to be used for render to texture
+ RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
+
+ // Setup orbital camera
+ SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera); // Update camera
+
+ if (IsKeyPressed(KEY_RIGHT)) currentShader++;
+ else if (IsKeyPressed(KEY_LEFT)) currentShader--;
+
+ if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
+ else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
+ //----------------------------------------------------------------------------------
+
+ // 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();
+
+ 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]);
+
+ // 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();
+
+ DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
+
+ DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
+
+ DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
+ DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
+ DrawText("< >", 540, 10, 30, DARKBLUE);
+
+ DrawFPS(700, 15);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ // Unload all postpro shaders
+ for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
+
+ UnloadTexture(texture); // Unload texture
+ UnloadModel(dwarf); // Unload model
+ UnloadRenderTexture(target); // Unload render texture
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/src/shaders/shaders_shapes_textures.c b/examples/src/shaders/shaders_shapes_textures.c
new file mode 100644
index 0000000..40e99a8
--- /dev/null
+++ b/examples/src/shaders/shaders_shapes_textures.c
@@ -0,0 +1,109 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - Apply a shader to some shape or texture
+*
+* 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 1.7 (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"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
+
+ Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
+
+ // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
+ Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
+ "resources/shaders/glsl330/grayscale.fs");
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // TODO: Update your variables here
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // Start drawing with default shader
+
+ DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
+
+ DrawCircle(80, 120, 35, DARKBLUE);
+ DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
+ DrawCircleLines(80, 340, 80, DARKBLUE);
+
+
+ // Activate our custom shader to be applied on next shapes/textures drawings
+ BeginShaderMode(shader);
+
+ DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
+
+ DrawRectangle(250 - 60, 90, 120, 60, RED);
+ DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD);
+ DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
+
+ // Activate our default shader for next drawings
+ EndShaderMode();
+
+ DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
+
+ DrawTriangle((Vector2){430, 80},
+ (Vector2){430 - 60, 150},
+ (Vector2){430 + 60, 150}, VIOLET);
+
+ DrawTriangleLines((Vector2){430, 160},
+ (Vector2){430 - 20, 230},
+ (Vector2){430 + 20, 230}, DARKBLUE);
+
+ DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
+
+ // Activate our custom shader to be applied on next shapes/textures drawings
+ BeginShaderMode(shader);
+
+ DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
+
+ // Activate our default shader for next drawings
+ EndShaderMode();
+
+ DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader); // Unload shader
+ UnloadTexture(fudesumi); // Unload texture
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file