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authorraysan5 <[email protected]>2021-10-17 21:02:18 +0200
committerraysan5 <[email protected]>2021-10-17 21:02:18 +0200
commit35e67da08e3d214589968c19b4b2fb31d8e566cc (patch)
tree5054bcea5f6df754f467590101789b17dd9d9944 /examples/web/shaders/shaders_postprocessing.c
parentb2228039039afc05c41edd12103123f2a36c8080 (diff)
downloadraylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.tar.gz
raylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.zip
UPDATED: examples to raylib 4.0
Some new examples added
Diffstat (limited to 'examples/web/shaders/shaders_postprocessing.c')
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diff --git a/examples/web/shaders/shaders_postprocessing.c b/examples/web/shaders/shaders_postprocessing.c
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-/*******************************************************************************************
-*
-* 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 <emscripten/emscripten.h>
-#endif
-
-#if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
-#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
-#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"
-};
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-const int screenWidth = 800;
-const 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 model = { 0 }; // OBJ model
-Texture2D texture = { 0 }; // Model texture
-
-Shader shaders[MAX_POSTPRO_SHADERS] = { 0 }; // Postpro shaders
-int currentShader = FX_GRAYSCALE; // Current shader selected
-
-Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
-
-RenderTexture2D target = { 0 };
-
-//----------------------------------------------------------------------------------
-// Module Functions Declaration
-//----------------------------------------------------------------------------------
-void UpdateDrawFrame(void); // Update and Draw one frame
-
-//----------------------------------------------------------------------------------
-// Program Main Entry Point
-//----------------------------------------------------------------------------------
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
-
- model = LoadModel("resources/models/church.obj"); // Load OBJ model
- texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture
- model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
-
- // 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
- shaders[FX_GRAYSCALE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
- shaders[FX_POSTERIZATION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
- shaders[FX_DREAM_VISION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
- shaders[FX_PIXELIZER] = LoadShader(0, TextFormat("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
- shaders[FX_CROSS_HATCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
- shaders[FX_CROSS_STITCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
- shaders[FX_PREDATOR_VIEW] = LoadShader(0, TextFormat("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
- shaders[FX_SCANLINES] = LoadShader(0, TextFormat("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
- shaders[FX_FISHEYE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
- shaders[FX_SOBEL] = LoadShader(0, TextFormat("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
- shaders[FX_BLOOM] = LoadShader(0, TextFormat("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
- shaders[FX_BLUR] = LoadShader(0, TextFormat("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
-
- // 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, 60, 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
- //--------------------------------------------------------------------------------------
-
- // Unload all postpro shaders
- for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
-
- UnloadTexture(texture); // Unload texture
- UnloadModel(model); // 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
-
- 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
-
- ClearBackground(RAYWHITE); // Clear texture background
-
- BeginMode3D(camera); // Begin 3d mode drawing
-
- DrawModel(model, position, 0.1f, WHITE); // Draw 3d model with texture
-
- DrawGrid(10, 1.0f); // Draw a grid
-
- EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
-
- 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();
-
- // Draw 2d shapes and text over drawn texture
- DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
-
- 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);
- DrawText("< >", 540, 10, 30, DARKBLUE);
-
- DrawFPS(700, 15);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
-} \ No newline at end of file