REVIEWED: example: shaders_ascii_rendering

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Ray
2025-09-29 18:01:42 +02:00
parent 317c1eaeeb
commit 218a806ec2
3 changed files with 37 additions and 42 deletions

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/*******************************************************************************************
*
* raylib [shaders] example - ascii rendering
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Maicon Santana (@maiconpintoabreu) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Maicon Santana (@maiconpintoabreu)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - ascii rendering");
// Texture to test static drawing
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
// Texture to test moving drawing
Texture2D raysan = LoadTexture("resources/raysan.png");
// Load shader to be used on postprocessing
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/ascii.fs", GLSL_VERSION));
// These locations are used to send data to the GPU
int resolutionLoc = GetShaderLocation(shader, "resolution");
int fontSizeLoc = GetShaderLocation(shader, "fontSize");
// Set the character size for the ASCII effect
float fontSize = 4.0f;
// Send the updated values to the shader
float resolution[2] = { (float)screenWidth, (float)screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
SetShaderValue(shader, fontSizeLoc, &fontSize, SHADER_UNIFORM_FLOAT);
Vector2 circlePos = (Vector2){40.0f, (float)screenHeight * 0.5f};
float circleSpeed = 1.0f;
// RenderTexture to apply the postprocessing later
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
circlePos.x += circleSpeed;
if ((circlePos.x > 200.0f) || (circlePos.x < 40.0f)) circleSpeed *= -1;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw our scene to a render texture first
BeginTextureMode(target);
ClearBackground(WHITE);
DrawTexture(fudesumi, 500, -30, WHITE);
DrawTextureV(raysan, circlePos, WHITE);
EndTextureMode();
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(shader);
// Draw the render texture containing scene
// The shader will process every pixel on the screen
DrawTextureRec(target.texture,
(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
(Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawRectangle(0, 0, screenWidth, 40, BLACK);
DrawText("Ascii effect", 120, 10, 20, LIGHTGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(fudesumi); // Unload texture
UnloadTexture(raysan); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}