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	* Fix some warnings in examples. * cleanups from review Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
		
			
				
	
	
		
			183 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			183 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [shaders] example - Apply a postprocessing shader to a scene
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*
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*   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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*         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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*         raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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*   This example has been created using raylib 1.3 (www.raylib.com)
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*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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    #define GLSL_VERSION            330
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#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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    #define GLSL_VERSION            100
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#endif
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#define MAX_POSTPRO_SHADERS         12
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typedef enum {
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    FX_GRAYSCALE = 0,
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    FX_POSTERIZATION,
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    FX_DREAM_VISION,
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    FX_PIXELIZER,
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    FX_CROSS_HATCHING,
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    FX_CROSS_STITCHING,
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    FX_PREDATOR_VIEW,
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    FX_SCANLINES,
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    FX_FISHEYE,
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    FX_SOBEL,
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    FX_BLOOM,
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    FX_BLUR,
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    //FX_FXAA
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} PostproShader;
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static const char *postproShaderText[] = {
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    "GRAYSCALE",
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    "POSTERIZATION",
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    "DREAM_VISION",
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    "PIXELIZER",
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    "CROSS_HATCHING",
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    "CROSS_STITCHING",
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    "PREDATOR_VIEW",
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    "SCANLINES",
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    "FISHEYE",
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    "SOBEL",
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    "BLOOM",
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    "BLUR",
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    //"FXAA"
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};
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int main(void)
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    const int screenWidth = 800;
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    const int screenHeight = 450;
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    SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available)
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    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
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    // Define the camera to look into our 3d world
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    Camera camera = { { 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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    Model model = LoadModel("resources/models/church.obj");                 // Load OBJ model
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    Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
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    model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;                     // Set model diffuse texture
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    Vector3 position = { 0.0f, 0.0f, 0.0f };                             // Set model position
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    // Load all postpro shaders
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    // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
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    // NOTE 2: We load the correct shader depending on GLSL version
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    Shader shaders[MAX_POSTPRO_SHADERS] = { 0 };
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    // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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    shaders[FX_GRAYSCALE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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    shaders[FX_POSTERIZATION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
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    shaders[FX_DREAM_VISION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
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    shaders[FX_PIXELIZER] = LoadShader(0, TextFormat("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
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    shaders[FX_CROSS_HATCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
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    shaders[FX_CROSS_STITCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
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    shaders[FX_PREDATOR_VIEW] = LoadShader(0, TextFormat("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
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    shaders[FX_SCANLINES] = LoadShader(0, TextFormat("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
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    shaders[FX_FISHEYE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
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    shaders[FX_SOBEL] = LoadShader(0, TextFormat("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
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    shaders[FX_BLOOM] = LoadShader(0, TextFormat("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
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    shaders[FX_BLUR] = LoadShader(0, TextFormat("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
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    int currentShader = FX_GRAYSCALE;
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    // Create a RenderTexture2D to be used for render to texture
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    RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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    // Setup orbital camera
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    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
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    SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
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    //--------------------------------------------------------------------------------------
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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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        UpdateCamera(&camera);              // Update camera
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        if (IsKeyPressed(KEY_RIGHT)) currentShader++;
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        else if (IsKeyPressed(KEY_LEFT)) currentShader--;
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        if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
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        else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            BeginTextureMode(target);       // Enable drawing to texture
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                ClearBackground(RAYWHITE);  // Clear texture background
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                BeginMode3D(camera);        // Begin 3d mode drawing
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                    DrawModel(model, position, 0.1f, WHITE);   // Draw 3d model with texture
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                    DrawGrid(10, 1.0f);     // Draw a grid
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                EndMode3D();                // End 3d mode drawing, returns to orthographic 2d mode
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            EndTextureMode();               // End drawing to texture (now we have a texture available for next passes)
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            // Render previously generated texture using selected postpro shader
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            BeginShaderMode(shaders[currentShader]);
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                // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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                DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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            EndShaderMode();
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            // Draw 2d shapes and text over drawn texture
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            DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
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            DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
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            DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
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            DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
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            DrawText("< >", 540, 10, 30, DARKBLUE);
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            DrawFPS(700, 15);
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    // Unload all postpro shaders
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    for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
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    UnloadTexture(texture);         // Unload texture
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    UnloadModel(model);             // Unload model
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    UnloadRenderTexture(target);    // Unload render texture
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    CloseWindow();                  // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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}
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