diff options
Diffstat (limited to 'examples/src/shaders/shaders_postprocessing.c')
| -rw-r--r-- | examples/src/shaders/shaders_postprocessing.c | 44 |
1 files changed, 22 insertions, 22 deletions
diff --git a/examples/src/shaders/shaders_postprocessing.c b/examples/src/shaders/shaders_postprocessing.c index 7c14641..018b8d1 100644 --- a/examples/src/shaders/shaders_postprocessing.c +++ b/examples/src/shaders/shaders_postprocessing.c @@ -58,31 +58,31 @@ static const char *postproShaderText[] = { //"FXAA" }; -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; - + const int screenWidth = 800; + const 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 = {{ 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; - + 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 - + // 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]; - + // 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)); @@ -96,12 +96,12 @@ int main() 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; // 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 @@ -114,10 +114,10 @@ int main() // 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; //---------------------------------------------------------------------------------- @@ -129,7 +129,7 @@ int main() ClearBackground(RAYWHITE); BeginTextureMode(target); // Enable drawing to texture - + ClearBackground(RAYWHITE); // Clear texture background BeginMode3D(camera); // Begin 3d mode drawing @@ -139,26 +139,26 @@ int main() 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(); @@ -167,10 +167,10 @@ int main() // 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 UnloadRenderTexture(target); // Unload render texture |
