mirror of
https://github.com/raysan5/raylib.git
synced 2025-10-06 09:56:28 +00:00
Add ascii post processing (#5213)
This commit is contained in:
67
examples/shaders/resources/shaders/glsl100/ascii.fs
Normal file
67
examples/shaders/resources/shaders/glsl100/ascii.fs
Normal file
@@ -0,0 +1,67 @@
|
|||||||
|
#version 100
|
||||||
|
|
||||||
|
precision mediump float;
|
||||||
|
|
||||||
|
// Input from the vertex shader
|
||||||
|
varying vec2 fragTexCoord;
|
||||||
|
|
||||||
|
// Output color for the screen
|
||||||
|
varying vec4 finalColor;
|
||||||
|
|
||||||
|
uniform sampler2D texture0;
|
||||||
|
uniform vec2 resolution;
|
||||||
|
uniform float fontSize;
|
||||||
|
|
||||||
|
float greyScale(in vec3 col) {
|
||||||
|
return dot(col, vec3(0.2126, 0.7152, 0.0722));
|
||||||
|
}
|
||||||
|
|
||||||
|
float character(float n, vec2 p)
|
||||||
|
{
|
||||||
|
p = floor(p * vec2(4.0, -4.0) + 2.5);
|
||||||
|
|
||||||
|
// Check if the coordinate is inside the 5x5 grid (0 to 4).
|
||||||
|
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) {
|
||||||
|
|
||||||
|
if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) {
|
||||||
|
return 1.0; // The bit is on, so draw this part of the character.
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0.0; // The bit is off, or we are outside the grid.
|
||||||
|
}
|
||||||
|
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
// Main shader logic
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec2 charPixelSize = vec2(fontSize, fontSize * 1.8);
|
||||||
|
vec2 uvCellSize = charPixelSize / resolution;
|
||||||
|
|
||||||
|
vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize;
|
||||||
|
|
||||||
|
vec3 cellColor = texture2D(texture0, cellUV).rgb;
|
||||||
|
float gray = greyScale(cellColor);
|
||||||
|
|
||||||
|
float n = 4096;
|
||||||
|
|
||||||
|
// limited character set
|
||||||
|
if (gray > 0.2) n = 65600.0; // :
|
||||||
|
if (gray > 0.3) n = 163153.0; // *
|
||||||
|
if (gray > 0.4) n = 15255086.0; // o
|
||||||
|
if (gray > 0.5) n = 13121101.0; // &
|
||||||
|
if (gray > 0.6) n = 15252014.0; // 8
|
||||||
|
if (gray > 0.7) n = 13195790.0; // @
|
||||||
|
if (gray > 0.8) n = 11512810.0; // #
|
||||||
|
|
||||||
|
vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0]
|
||||||
|
|
||||||
|
vec2 p = localUV * 2.0 - 1.0;
|
||||||
|
|
||||||
|
float charShape = character(n, p);
|
||||||
|
|
||||||
|
vec3 final_col = cellColor * charShape;
|
||||||
|
|
||||||
|
gl_FragColor = vec4(final_col, 1.0);
|
||||||
|
}
|
65
examples/shaders/resources/shaders/glsl120/ascii.fs
Normal file
65
examples/shaders/resources/shaders/glsl120/ascii.fs
Normal file
@@ -0,0 +1,65 @@
|
|||||||
|
#version 120
|
||||||
|
|
||||||
|
// Input from the vertex shader
|
||||||
|
varying vec2 fragTexCoord;
|
||||||
|
|
||||||
|
// Output color for the screen
|
||||||
|
varying vec4 finalColor;
|
||||||
|
|
||||||
|
uniform sampler2D texture0;
|
||||||
|
uniform vec2 resolution;
|
||||||
|
uniform float fontSize;
|
||||||
|
|
||||||
|
float greyScale(in vec3 col) {
|
||||||
|
return dot(col, vec3(0.2126, 0.7152, 0.0722));
|
||||||
|
}
|
||||||
|
|
||||||
|
float character(float n, vec2 p)
|
||||||
|
{
|
||||||
|
p = floor(p * vec2(4.0, -4.0) + 2.5);
|
||||||
|
|
||||||
|
// Check if the coordinate is inside the 5x5 grid (0 to 4).
|
||||||
|
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) {
|
||||||
|
|
||||||
|
if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) {
|
||||||
|
return 1.0; // The bit is on, so draw this part of the character.
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0.0; // The bit is off, or we are outside the grid.
|
||||||
|
}
|
||||||
|
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
// Main shader logic
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec2 charPixelSize = vec2(fontSize, fontSize * 1.8);
|
||||||
|
vec2 uvCellSize = charPixelSize / resolution;
|
||||||
|
|
||||||
|
vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize;
|
||||||
|
|
||||||
|
vec3 cellColor = texture2D(texture0, cellUV).rgb;
|
||||||
|
float gray = greyScale(cellColor);
|
||||||
|
|
||||||
|
float n = 4096;
|
||||||
|
|
||||||
|
// limited character set
|
||||||
|
if (gray > 0.2) n = 65600.0; // :
|
||||||
|
if (gray > 0.3) n = 163153.0; // *
|
||||||
|
if (gray > 0.4) n = 15255086.0; // o
|
||||||
|
if (gray > 0.5) n = 13121101.0; // &
|
||||||
|
if (gray > 0.6) n = 15252014.0; // 8
|
||||||
|
if (gray > 0.7) n = 13195790.0; // @
|
||||||
|
if (gray > 0.8) n = 11512810.0; // #
|
||||||
|
|
||||||
|
vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0]
|
||||||
|
|
||||||
|
vec2 p = localUV * 2.0 - 1.0;
|
||||||
|
|
||||||
|
float charShape = character(n, p);
|
||||||
|
|
||||||
|
vec3 final_col = cellColor * charShape;
|
||||||
|
|
||||||
|
gl_FragColor = vec4(final_col, 1.0);
|
||||||
|
}
|
66
examples/shaders/resources/shaders/glsl330/ascii.fs
Normal file
66
examples/shaders/resources/shaders/glsl330/ascii.fs
Normal file
@@ -0,0 +1,66 @@
|
|||||||
|
#version 330
|
||||||
|
|
||||||
|
// Input from the vertex shader
|
||||||
|
in vec2 fragTexCoord;
|
||||||
|
|
||||||
|
// Output color for the screen
|
||||||
|
out vec4 finalColor;
|
||||||
|
|
||||||
|
uniform sampler2D texture0;
|
||||||
|
uniform vec2 resolution;
|
||||||
|
uniform float fontSize;
|
||||||
|
|
||||||
|
float greyScale(in vec3 col) {
|
||||||
|
return dot(col, vec3(0.2126, 0.7152, 0.0722));
|
||||||
|
}
|
||||||
|
|
||||||
|
float character(float n, vec2 p)
|
||||||
|
{
|
||||||
|
p = floor(p * vec2(4.0, -4.0) + 2.5);
|
||||||
|
|
||||||
|
// Check if the coordinate is inside the 5x5 grid (0 to 4).
|
||||||
|
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) {
|
||||||
|
|
||||||
|
if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) {
|
||||||
|
return 1.0; // The bit is on, so draw this part of the character.
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0.0; // The bit is off, or we are outside the grid.
|
||||||
|
}
|
||||||
|
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
// Main shader logic
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec2 charPixelSize = vec2(fontSize, fontSize * 1.8);
|
||||||
|
vec2 uvCellSize = charPixelSize / resolution;
|
||||||
|
|
||||||
|
vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize;
|
||||||
|
|
||||||
|
vec3 cellColor = texture(texture0, cellUV).rgb;
|
||||||
|
float gray = greyScale(cellColor);
|
||||||
|
|
||||||
|
float n = 4096;
|
||||||
|
|
||||||
|
// limited character set
|
||||||
|
if (gray > 0.2) n = 65600.0; // :
|
||||||
|
if (gray > 0.3) n = 163153.0; // *
|
||||||
|
if (gray > 0.4) n = 15255086.0; // o
|
||||||
|
if (gray > 0.5) n = 13121101.0; // &
|
||||||
|
if (gray > 0.6) n = 15252014.0; // 8
|
||||||
|
if (gray > 0.7) n = 13195790.0; // @
|
||||||
|
if (gray > 0.8) n = 11512810.0; // #
|
||||||
|
|
||||||
|
vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0]
|
||||||
|
|
||||||
|
vec2 p = localUV * 2.0 - 1.0;
|
||||||
|
|
||||||
|
float charShape = character(n, p);
|
||||||
|
|
||||||
|
vec3 final_col = cellColor * charShape;
|
||||||
|
|
||||||
|
finalColor = vec4(final_col, 1.0);
|
||||||
|
}
|
119
examples/shaders/shaders_ascii_effect.c
Normal file
119
examples/shaders/shaders_ascii_effect.c
Normal file
@@ -0,0 +1,119 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [shaders] example - ascii effect
|
||||||
|
*
|
||||||
|
* Example complexity rating: [★☆☆☆] 1/4
|
||||||
|
*
|
||||||
|
* 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 effect");
|
||||||
|
|
||||||
|
// 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
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
if (circlePos.x > 200.0f || circlePos.x < 40.0f) {
|
||||||
|
circleSpeed *= -1;
|
||||||
|
}
|
||||||
|
circlePos.x += circleSpeed;
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
BeginTextureMode(target);
|
||||||
|
ClearBackground(WHITE); // The background of the scene itself
|
||||||
|
|
||||||
|
DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
|
||||||
|
DrawTextureV(raysan, circlePos, WHITE);
|
||||||
|
|
||||||
|
EndTextureMode();
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
BeginShaderMode(shader);
|
||||||
|
|
||||||
|
// Draw the scene texture (that we rendered earlier) to the screen.
|
||||||
|
// The shader will process every pixel of this texture.
|
||||||
|
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;
|
||||||
|
}
|
BIN
examples/shaders/shaders_ascii_effect.png
Normal file
BIN
examples/shaders/shaders_ascii_effect.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 44 KiB |
Reference in New Issue
Block a user