diff options
Diffstat (limited to 'docs/examples/web/shaders/shaders_postprocessing.c')
| -rw-r--r-- | docs/examples/web/shaders/shaders_postprocessing.c | 91 |
1 files changed, 81 insertions, 10 deletions
diff --git a/docs/examples/web/shaders/shaders_postprocessing.c b/docs/examples/web/shaders/shaders_postprocessing.c index f7a78b01..bf65be93 100644 --- a/docs/examples/web/shaders/shaders_postprocessing.c +++ b/docs/examples/web/shaders/shaders_postprocessing.c @@ -22,6 +22,48 @@ #include <emscripten/emscripten.h> #endif +#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" +}; + //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- @@ -33,9 +75,11 @@ Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f Model dwarf; // OBJ model Texture2D texture; // Model texture -Shader shader; // Postpro shader -Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position +Shader shaders[MAX_POSTPRO_SHADERS]; // Postpro shaders +int currentShader = FX_GRAYSCALE; // Current shader selected + +Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position RenderTexture2D target; @@ -58,8 +102,21 @@ int main() texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture - shader = LoadShader("resources/shaders/glsl100/base.vs", - "resources/shaders/glsl100/bloom.fs"); // Load postpro shader + // 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(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)); // Create a RenderTexture2D to be used for render to texture target = LoadRenderTexture(screenWidth, screenHeight); @@ -82,7 +139,10 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- - UnloadShader(shader); // Unload shader + + // Unload all postpro shaders + for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]); + UnloadTexture(texture); // Unload texture UnloadModel(dwarf); // Unload model @@ -100,6 +160,12 @@ 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 @@ -117,21 +183,26 @@ void UpdateDrawFrame(void) DrawGrid(10, 1.0f); // Draw a grid End3dMode(); - - DrawText("HELLO POSTPROCESSING!", 70, 190, 50, RED); EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) - BeginShaderMode(shader); + // 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); - - DrawFPS(10, 10); + + DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK); + DrawText(postproShaderText[currentShader], 330, 15, 20, RED); + DrawText("< >", 540, 10, 30, DARKBLUE); + + DrawFPS(700, 15); EndDrawing(); //---------------------------------------------------------------------------------- |
