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authorRay <[email protected]>2021-06-23 01:25:09 +0200
committerRay <[email protected]>2021-06-23 01:25:09 +0200
commit716e26aa37e352f0188824bc2de7dd3035f7413c (patch)
tree6239af3f4c247e30932b32c884baafb8b2eba8eb /examples/shaders
parentf989048bda60aeb74111ec687cd44ec92deacfe3 (diff)
downloadraylib-716e26aa37e352f0188824bc2de7dd3035f7413c.tar.gz
raylib-716e26aa37e352f0188824bc2de7dd3035f7413c.zip
Review BeginTextureMode() usage
Moved outside BeginDrawing()/EndDrawing() to illustrate drawing is happening to an external texture (not screen)
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/shaders_custom_uniform.c47
-rw-r--r--examples/shaders/shaders_eratosthenes.c32
-rw-r--r--examples/shaders/shaders_julia_set.c42
-rw-r--r--examples/shaders/shaders_postprocessing.c34
4 files changed, 65 insertions, 90 deletions
diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c
index 6efda727..60516c11 100644
--- a/examples/shaders/shaders_custom_uniform.c
+++ b/examples/shaders/shaders_custom_uniform.c
@@ -65,11 +65,11 @@ int main(void)
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
+ while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
@@ -81,55 +81,46 @@ int main(void)
// Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
- UpdateCamera(&camera); // Update camera
+ UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginTextureMode(target); // Enable drawing to texture
-
- ClearBackground(RAYWHITE); // Clear texture background
-
- BeginMode3D(camera); // Begin 3d mode drawing
-
- DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
+ BeginTextureMode(target); // Enable drawing to texture
+ ClearBackground(RAYWHITE); // Clear texture background
- DrawGrid(10, 1.0f); // Draw a grid
+ BeginMode3D(camera); // Begin 3d mode drawing
+ DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
+ DrawGrid(10, 1.0f); // Draw a grid
+ EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
- EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
+ DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
+ EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
- DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
-
- EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
+ BeginDrawing();
+ ClearBackground(RAYWHITE); // Clear screen background
+ // Enable shader using the custom uniform
BeginShaderMode(shader);
-
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
-
EndShaderMode();
// Draw some 2d text over drawn texture
DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
-
DrawFPS(10, 10);
-
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
- UnloadTexture(texture); // Unload texture
- UnloadModel(model); // Unload model
- UnloadRenderTexture(target); // Unload render texture
+ UnloadShader(shader); // Unload shader
+ UnloadTexture(texture); // Unload texture
+ UnloadModel(model); // Unload model
+ UnloadRenderTexture(target); // Unload render texture
- CloseWindow(); // Close window and OpenGL context
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
diff --git a/examples/shaders/shaders_eratosthenes.c b/examples/shaders/shaders_eratosthenes.c
index d5163a7f..65fd9f98 100644
--- a/examples/shaders/shaders_eratosthenes.c
+++ b/examples/shaders/shaders_eratosthenes.c
@@ -46,11 +46,11 @@ int main(void)
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION));
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
+ while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
@@ -59,35 +59,33 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
+ BeginTextureMode(target); // Enable drawing to texture
+ ClearBackground(BLACK); // Clear the render texture
- BeginTextureMode(target); // Enable drawing to texture
- ClearBackground(BLACK); // Clear the render texture
+ // Draw a rectangle in shader mode to be used as shader canvas
+ // NOTE: Rectangle uses font white character texture coordinates,
+ // so shader can not be applied here directly because input vertexTexCoord
+ // do not represent full screen coordinates (space where want to apply shader)
+ DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
+ EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
- // Draw a rectangle in shader mode to be used as shader canvas
- // NOTE: Rectangle uses font white character texture coordinates,
- // so shader can not be applied here directly because input vertexTexCoord
- // do not represent full screen coordinates (space where want to apply shader)
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
- EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
+ BeginDrawing();
+ ClearBackground(RAYWHITE); // Clear screen background
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
EndShaderMode();
-
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
- UnloadRenderTexture(target); // Unload texture
+ UnloadShader(shader); // Unload shader
+ UnloadRenderTexture(target); // Unload render texture
- CloseWindow(); // Close window and OpenGL context
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c
index 4a12ba02..90c44cf5 100644
--- a/examples/shaders/shaders_julia_set.c
+++ b/examples/shaders/shaders_julia_set.c
@@ -75,15 +75,15 @@ int main(void)
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
- int incrementSpeed = 0; // Multiplier of speed to change c value
- bool showControls = true; // Show controls
- bool pause = false; // Pause animation
+ int incrementSpeed = 0; // Multiplier of speed to change c value
+ bool showControls = true; // Show controls
+ bool pause = false; // Pause animation
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
+ while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
@@ -145,20 +145,19 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
+ // Using a render texture to draw Julia set
+ BeginTextureMode(target); // Enable drawing to texture
+ ClearBackground(BLACK); // Clear the render texture
+
+ // Draw a rectangle in shader mode to be used as shader canvas
+ // NOTE: Rectangle uses font white character texture coordinates,
+ // so shader can not be applied here directly because input vertexTexCoord
+ // do not represent full screen coordinates (space where want to apply shader)
+ DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
+ EndTextureMode();
+
BeginDrawing();
-
- ClearBackground(BLACK); // Clear the screen of the previous frame.
-
- // Using a render texture to draw Julia set
- BeginTextureMode(target); // Enable drawing to texture
- ClearBackground(BLACK); // Clear the render texture
-
- // Draw a rectangle in shader mode to be used as shader canvas
- // NOTE: Rectangle uses font white character texture coordinates,
- // so shader can not be applied here directly because input vertexTexCoord
- // do not represent full screen coordinates (space where want to apply shader)
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
- EndTextureMode();
+ ClearBackground(BLACK); // Clear screen background
// Draw the saved texture and rendered julia set with shader
// NOTE: We do not invert texture on Y, already considered inside shader
@@ -176,17 +175,16 @@ int main(void)
DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, RAYWHITE);
DrawText("Press KEY_SPACE to pause movement animation", 10, 75, 10, RAYWHITE);
}
-
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
- UnloadRenderTexture(target); // Unload render texture
+ UnloadShader(shader); // Unload shader
+ UnloadRenderTexture(target); // Unload render texture
- CloseWindow(); // Close window and OpenGL context
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c
index ef815391..ebe5fcdb 100644
--- a/examples/shaders/shaders_postprocessing.c
+++ b/examples/shaders/shaders_postprocessing.c
@@ -124,50 +124,38 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
+ 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)
+
BeginDrawing();
+ ClearBackground(RAYWHITE); // Clear screen background
- 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
+ // Render generated texture using selected postprocessing shader
BeginShaderMode(shaders[currentShader]);
-
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-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();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
-
// Unload all postpro shaders
for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);