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https://github.com/raysan5/raylib.git
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[examples] Fix shaders_ascii_rendering
(#5219)
* Add ascii post processing * Fix broken characters and add more comments * Rename example * Refactored as requested
This commit is contained in:
@@ -10,58 +10,71 @@ varying vec4 finalColor;
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uniform sampler2D texture0;
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uniform vec2 resolution;
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// Fontsize less then 9 may be not complete
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uniform float fontSize;
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float greyScale(in vec3 col) {
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float GreyScale(in vec3 col)
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{
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return dot(col, vec3(0.2126, 0.7152, 0.0722));
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}
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float character(float n, vec2 p)
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float GetCharacter(float n, vec2 p)
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{
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p = floor(p * vec2(4.0, -4.0) + 2.5);
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// Check if the coordinate is inside the 5x5 grid (0 to 4).
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if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) {
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if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) {
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return 1.0; // The bit is on, so draw this part of the character.
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p = floor(p*vec2(-4.0, 4.0) + 2.5);
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// Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0)
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if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
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{
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float a = floor(p.x + 0.5) + 5.0*floor(p.y + 0.5);
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// This checked if the 'a'-th bit of 'n' was set
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float shiftedN = floor(n/pow(2.0, a));
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if (mod(shiftedN, 2.0) == 1.0)
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{
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return 1.0; // The bit is on
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}
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}
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return 0.0; // The bit is off, or we are outside the grid.
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return 0.0; // The bit is off, or we are outside the grid
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}
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// -----------------------------------------------------------------------------
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// Main shader logic
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// -----------------------------------------------------------------------------
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void main()
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{
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vec2 charPixelSize = vec2(fontSize, fontSize * 1.8);
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vec2 uvCellSize = charPixelSize / resolution;
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vec2 charPixelSize = vec2(fontSize, fontSize);
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vec2 uvCellSize = charPixelSize/resolution;
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vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize;
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// The cell size is based on the fontSize set by application
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vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize;
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vec3 cellColor = texture2D(texture0, cellUV).rgb;
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float gray = greyScale(cellColor);
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float n = 4096;
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// Gray is used to define what character will be selected to draw
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float gray = GreyScale(cellColor);
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float n = 4096.0;
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// limited character set
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// Character set from https://www.shadertoy.com/view/lssGDj
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// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
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if (gray > 0.2) n = 65600.0; // :
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if (gray > 0.3) n = 163153.0; // *
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if (gray > 0.3) n = 18725316.0; // v
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if (gray > 0.4) n = 15255086.0; // o
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if (gray > 0.5) n = 13121101.0; // &
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if (gray > 0.6) n = 15252014.0; // 8
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if (gray > 0.7) n = 13195790.0; // @
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if (gray > 0.8) n = 11512810.0; // #
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vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0]
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vec2 localUV = (fragTexCoord - cellUV)/uvCellSize; // Range [0.0, 1.0]
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vec2 p = localUV * 2.0 - 1.0;
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vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
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float charShape = character(n, p);
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// cellColor and charShape will define the color of the char
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vec3 color = cellColor*GetCharacter(n, p);
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vec3 final_col = cellColor * charShape;
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gl_FragColor = vec4(final_col, 1.0);
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gl_FragColor = vec4(color, 1.0);
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}
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@@ -8,58 +8,71 @@ varying vec4 finalColor;
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uniform sampler2D texture0;
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uniform vec2 resolution;
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// Fontsize less then 9 may be not complete
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uniform float fontSize;
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float greyScale(in vec3 col) {
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float GreyScale(in vec3 col)
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{
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return dot(col, vec3(0.2126, 0.7152, 0.0722));
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}
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float character(float n, vec2 p)
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float GetCharacter(float n, vec2 p)
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{
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p = floor(p * vec2(4.0, -4.0) + 2.5);
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// Check if the coordinate is inside the 5x5 grid (0 to 4).
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if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) {
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if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) {
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return 1.0; // The bit is on, so draw this part of the character.
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p = floor(p*vec2(-4.0, 4.0) + 2.5);
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// Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0)
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if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
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{
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float a = floor(p.x + 0.5) + 5.0*floor(p.y + 0.5);
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// This checked if the 'a'-th bit of 'n' was set
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float shiftedN = floor(n/pow(2.0, a));
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if (mod(shiftedN, 2.0) == 1.0)
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{
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return 1.0; // The bit is on
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}
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}
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return 0.0; // The bit is off, or we are outside the grid.
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return 0.0; // The bit is off, or we are outside the grid
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}
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// -----------------------------------------------------------------------------
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// Main shader logic
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// -----------------------------------------------------------------------------
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void main()
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{
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vec2 charPixelSize = vec2(fontSize, fontSize * 1.8);
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vec2 charPixelSize = vec2(fontSize, fontSize);
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vec2 uvCellSize = charPixelSize / resolution;
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vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize;
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// The cell size is based on the fontSize set by application
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vec2 cellUV = floor(fragTexCoord / uvCellSize)*uvCellSize;
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vec3 cellColor = texture2D(texture0, cellUV).rgb;
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float gray = greyScale(cellColor);
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float n = 4096;
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// Gray is used to define what character will be selected to draw
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float gray = GreyScale(cellColor);
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float n = 4096.0;
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// limited character set
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// Character set from https://www.shadertoy.com/view/lssGDj
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// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
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if (gray > 0.2) n = 65600.0; // :
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if (gray > 0.3) n = 163153.0; // *
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if (gray > 0.3) n = 18725316.0; // v
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if (gray > 0.4) n = 15255086.0; // o
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if (gray > 0.5) n = 13121101.0; // &
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if (gray > 0.6) n = 15252014.0; // 8
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if (gray > 0.7) n = 13195790.0; // @
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if (gray > 0.8) n = 11512810.0; // #
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vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0]
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vec2 localUV = (fragTexCoord - cellUV)/uvCellSize; // Range [0.0, 1.0]
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vec2 p = localUV * 2.0 - 1.0;
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vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
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float charShape = character(n, p);
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// cellColor and charShape will define the color of the char
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vec3 color = cellColor*GetCharacter(n, p);
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vec3 final_col = cellColor * charShape;
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gl_FragColor = vec4(final_col, 1.0);
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gl_FragColor = vec4(color, 1.0);
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}
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@@ -8,6 +8,8 @@ out vec4 finalColor;
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uniform sampler2D texture0;
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uniform vec2 resolution;
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// Fontsize less then 9 may be not complete
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uniform float fontSize;
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float GreyScale(in vec3 col)
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@@ -15,16 +17,17 @@ float GreyScale(in vec3 col)
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return dot(col, vec3(0.2126, 0.7152, 0.0722));
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}
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float GetCharacter(float n, vec2 p)
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float GetCharacter(int n, vec2 p)
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{
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p = floor(p*vec2(4.0, -4.0) + 2.5);
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p = floor(p*vec2(-4.0, 4.0) + 2.5);
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// Check if the coordinate is inside the 5x5 grid (0 to 4)
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if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
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{
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if (int(mod(n/exp2(p.x + 5.0 * p.y), 2.0)) == 1)
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int a = int(round(p.x) + 5.0*round(p.y));
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if (((n >> a) & 1) == 1)
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{
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return 1.0; // The bit is on, so draw this part of the character
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return 1.0;
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}
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}
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@@ -34,30 +37,37 @@ float GetCharacter(float n, vec2 p)
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// -----------------------------------------------------------------------------
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// Main shader logic
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// -----------------------------------------------------------------------------
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void main()
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{
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vec2 charPixelSize = vec2(fontSize, fontSize*1.8);
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vec2 charPixelSize = vec2(fontSize, fontSize);
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vec2 uvCellSize = charPixelSize/resolution;
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// The cell size is based on the fontSize set by application
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vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize;
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vec3 cellColor = texture(texture0, cellUV).rgb;
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// Gray is used to define what character will be selected to draw
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float gray = GreyScale(cellColor);
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float n = 4096;
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int n = 4096;
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// Limited character set
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if (gray > 0.2) n = 65600.0; // :
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if (gray > 0.3) n = 163153.0; // *
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if (gray > 0.4) n = 15255086.0; // o
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if (gray > 0.5) n = 13121101.0; // &
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if (gray > 0.6) n = 15252014.0; // 8
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if (gray > 0.7) n = 13195790.0; // @
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if (gray > 0.8) n = 11512810.0; // #
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// Character set from https://www.shadertoy.com/view/lssGDj
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// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
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if (gray > 0.2) n = 65600; // :
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if (gray > 0.3) n = 18725316; // v
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if (gray > 0.4) n = 15255086; // o
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if (gray > 0.5) n = 13121101; // &
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if (gray > 0.6) n = 15252014; // 8
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if (gray > 0.7) n = 13195790; // @
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if (gray > 0.8) n = 11512810; // #
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vec2 localUV = (fragTexCoord - cellUV)/uvCellSize; // Range [0.0, 1.0]
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vec2 p = localUV*2.0 - 1.0;
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float charShape = GetCharacter(n, p);
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vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
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finalColor = vec4(cellColor*charShape, 1.0);
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vec3 color = cellColor*GetCharacter(n, p);
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finalColor = vec4(color, 1.0);
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}
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@@ -48,14 +48,14 @@ int main(void)
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int fontSizeLoc = GetShaderLocation(shader, "fontSize");
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// Set the character size for the ASCII effect
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float fontSize = 4.0f;
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// Fontsize should be 9 or more
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float fontSize = 9.0f;
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// Send the updated values to the shader
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float resolution[2] = { (float)screenWidth, (float)screenHeight };
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SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, fontSizeLoc, &fontSize, SHADER_UNIFORM_FLOAT);
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Vector2 circlePos = (Vector2){40.0f, (float)screenHeight * 0.5f};
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Vector2 circlePos = (Vector2){40.0f, (float)screenHeight*0.5f};
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float circleSpeed = 1.0f;
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// RenderTexture to apply the postprocessing later
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@@ -67,37 +67,47 @@ int main(void)
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_LEFT) && fontSize > 9.0) fontSize -= 1; // Reduce fontSize
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if (IsKeyPressed(KEY_RIGHT) && fontSize < 15.0) fontSize += 1; // Increase fontSize
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if (circlePos.x > 200.0f || circlePos.x < 40.0f) circleSpeed *= -1; // Revert speed
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circlePos.x += circleSpeed;
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if ((circlePos.x > 200.0f) || (circlePos.x < 40.0f)) circleSpeed *= -1;
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//----------------------------------------------------------------------------------
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// Set fontsize for the shader
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SetShaderValue(shader, fontSizeLoc, &fontSize, SHADER_UNIFORM_FLOAT);
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// Draw
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//----------------------------------------------------------------------------------
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// Draw our scene to a render texture first
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BeginTextureMode(target);
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ClearBackground(WHITE);
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ClearBackground(WHITE); // The background of the scene itself
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// Samples Using custom shader
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DrawTexture(fudesumi, 500, -30, WHITE);
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DrawTextureV(raysan, circlePos, WHITE);
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EndTextureMode();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginShaderMode(shader);
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// Draw the render texture containing scene
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// The shader will process every pixel on the screen
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DrawTextureRec(target.texture,
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(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
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(Vector2){ 0, 0 }, WHITE);
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// Draw the scene texture (that we rendered earlier) to the screen
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// The shader will process every pixel of this texture
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DrawTextureRec(target.texture,
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(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
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(Vector2){ 0, 0 },
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WHITE);
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EndShaderMode();
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DrawRectangle(0, 0, screenWidth, 40, BLACK);
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DrawText("Ascii effect", 120, 10, 20, LIGHTGRAY);
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DrawText(TextFormat("Ascii effect - FontSize:%2.0f - [Left] -1 [Right] +1 ", fontSize), 120, 10, 20, LIGHTGRAY);
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DrawFPS(10, 10);
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EndDrawing();
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