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authorRay <[email protected]>2019-05-20 16:36:42 +0200
committerRay <[email protected]>2019-05-20 16:36:42 +0200
commitb525039e0ab8bcaa2fd6bde34c72a6405f88ae49 (patch)
tree08f1c79bfe693643564ed78202c9474b7eb83a79 /examples/shaders/shaders_postprocessing.c
parenta43a7980a30a52462956b23f2473e8ef8f38d1fb (diff)
downloadraylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.tar.gz
raylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.zip
Review ALL examples
Diffstat (limited to 'examples/shaders/shaders_postprocessing.c')
-rw-r--r--examples/shaders/shaders_postprocessing.c44
1 files changed, 22 insertions, 22 deletions
diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c
index 7c146419..018b8d11 100644
--- a/examples/shaders/shaders_postprocessing.c
+++ b/examples/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