chore: clean recommit
This commit is contained in:
parent
6bb62d9932
commit
8739e3b347
134 changed files with 15442 additions and 10648 deletions
|
|
@ -1,18 +1,22 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Apply a postprocessing shader to a scene
|
||||
* raylib [shaders] example - postprocessing
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
|
||||
*
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
||||
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
||||
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 1.3, last time updated with raylib 4.0
|
||||
*
|
||||
* Copyright (c) 2015 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -21,11 +25,24 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class PostProcessing
|
||||
public class PostProcessing : IExample
|
||||
{
|
||||
public const int GLSL_VERSION = 330;
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
enum PostproShader
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Shaders / Post Processing";
|
||||
|
||||
public string Title => "raylib [shaders] example - postprocessing";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
private enum PostproShader
|
||||
{
|
||||
FxGrayScale = 0,
|
||||
FxPosterization,
|
||||
|
|
@ -43,7 +60,7 @@ public class PostProcessing
|
|||
Max
|
||||
}
|
||||
|
||||
static string[] postproShaderText = new string[] {
|
||||
private string[] postproShaderText = new string[] {
|
||||
"GRAYSCALE",
|
||||
"POSTERIZATION",
|
||||
"DREAM_VISION",
|
||||
|
|
@ -59,40 +76,39 @@ public class PostProcessing
|
|||
//"FXAA"
|
||||
};
|
||||
|
||||
public static int Main()
|
||||
private Camera3D camera;
|
||||
private Model model;
|
||||
private Texture2D texture;
|
||||
private Vector3 position;
|
||||
private Shader[] shaders;
|
||||
private int currentShader;
|
||||
private RenderTexture2D target;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(2.0f, 3.0f, 2.0f);
|
||||
camera.Target = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(2.0f, 3.0f, 2.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 1.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
Model model = LoadModel("resources/models/obj/church.obj");
|
||||
Texture2D texture = LoadTexture("resources/models/obj/church_diffuse.png");
|
||||
model = LoadModel("resources/models/church.obj"); // Load OBJ model
|
||||
texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
|
||||
|
||||
// Set model diffuse texture
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
|
||||
|
||||
Vector3 position = new(0.0f, 0.0f, 0.0f);
|
||||
position = new(0.0f, 0.0f, 0.0f); // Set model position
|
||||
|
||||
// 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
|
||||
Shader[] shaders = new Shader[(int)PostproShader.Max];
|
||||
shaders = new Shader[(int)PostproShader.Max];
|
||||
|
||||
// NOTE: Defining null (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
string shaderPath = "resources/shaders/glsl330";
|
||||
var shaderPath = $"resources/shaders/glsl{GlslVersion}";
|
||||
shaders[(int)PostproShader.FxGrayScale] = LoadShader(null, $"{shaderPath}/grayscale.fs");
|
||||
shaders[(int)PostproShader.FxPosterization] = LoadShader(null, $"{shaderPath}/posterization.fs");
|
||||
shaders[(int)PostproShader.FxDreamVision] = LoadShader(null, $"{shaderPath}/dream_vision.fs");
|
||||
|
|
@ -106,99 +122,122 @@ public class PostProcessing
|
|||
shaders[(int)PostproShader.FxBloom] = LoadShader(null, $"{shaderPath}/bloom.fs");
|
||||
shaders[(int)PostproShader.FxBlur] = LoadShader(null, $"{shaderPath}/blur.fs");
|
||||
|
||||
int currentShader = (int)PostproShader.FxGrayScale;
|
||||
currentShader = (int)PostproShader.FxGrayScale;
|
||||
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
if (IsKeyPressed(KeyboardKey.Right))
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.Right))
|
||||
{
|
||||
currentShader++;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Left))
|
||||
{
|
||||
currentShader--;
|
||||
}
|
||||
|
||||
if (currentShader >= (int)PostproShader.Max)
|
||||
{
|
||||
currentShader = 0;
|
||||
}
|
||||
else if (currentShader < 0)
|
||||
{
|
||||
currentShader = (int)PostproShader.Max - 1;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
// Enable drawing to texture
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, position, 0.1f, Color.White);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// End drawing to texture (now we have a texture available for next passes)
|
||||
EndTextureMode();
|
||||
|
||||
// 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,
|
||||
new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height),
|
||||
new Vector2(0, 0),
|
||||
Color.White
|
||||
);
|
||||
|
||||
EndShaderMode();
|
||||
|
||||
DrawRectangle(0, 9, 580, 30, ColorAlpha(Color.LightGray, 0.7f));
|
||||
|
||||
DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, Color.Gray);
|
||||
|
||||
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, Color.Black);
|
||||
DrawText(postproShaderText[currentShader], 330, 15, 20, Color.Red);
|
||||
DrawText("< >", 540, 10, 30, Color.DarkBlue);
|
||||
|
||||
DrawFPS(700, 15);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
currentShader++;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Left))
|
||||
{
|
||||
currentShader--;
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
for (int i = 0; i < (int)PostproShader.Max; i++)
|
||||
if (currentShader >= (int)PostproShader.Max)
|
||||
{
|
||||
currentShader = 0;
|
||||
}
|
||||
else if (currentShader < 0)
|
||||
{
|
||||
currentShader = (int)PostproShader.Max - 1;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
// Enable drawing to texture
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, position, 0.1f, Color.White);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// End drawing to texture (now we have a texture available for next passes)
|
||||
EndTextureMode();
|
||||
|
||||
// Render generated texture using selected postprocessing shader
|
||||
BeginShaderMode(shaders[currentShader]);
|
||||
|
||||
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
DrawTextureRec(
|
||||
target.Texture,
|
||||
new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height),
|
||||
new Vector2(0, 0),
|
||||
Color.White
|
||||
);
|
||||
|
||||
EndShaderMode();
|
||||
|
||||
DrawRectangle(0, 9, 580, 30, Fade(Color.LightGray, 0.7f));
|
||||
|
||||
DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, Color.Gray);
|
||||
|
||||
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, Color.Black);
|
||||
DrawText(postproShaderText[currentShader], 330, 15, 20, Color.Red);
|
||||
DrawText("< >", 540, 10, 30, Color.DarkBlue);
|
||||
|
||||
DrawFPS(700, 15);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
// Unload all postpro shaders
|
||||
for (var i = 0; i < (int)PostproShader.Max; i++)
|
||||
{
|
||||
UnloadShader(shaders[i]);
|
||||
}
|
||||
|
||||
UnloadTexture(texture);
|
||||
UnloadModel(model);
|
||||
UnloadRenderTexture(target);
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadModel(model); // Unload model
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new PostProcessing();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
Loading…
Reference in a new issue