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Update/merge examples back into main repo (#192)
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Examples/Shaders/PostProcessing.cs
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Examples/Shaders/PostProcessing.cs
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/*******************************************************************************************
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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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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class PostProcessing
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{
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public const int GLSL_VERSION = 330;
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enum PostproShader
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{
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FxGrayScale = 0,
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FxPosterization,
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FxDreamVision,
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FxPixelizer,
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FxCrossHatching,
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FxCrossStiching,
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FxPredatorView,
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FxScanLines,
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FxFishEye,
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FxSobel,
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FxBloom,
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FxBlur,
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//FX_FXAA
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Max
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}
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static string[] postproShaderText = new string[] {
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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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public static int Main()
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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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// Enable Multi Sampling Anti Aliasing 4x (if available)
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SetConfigFlags(ConfigFlags.FLAG_MSAA_4X_HINT);
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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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Camera3D camera = new();
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camera.Position = new Vector3(2.0f, 3.0f, 2.0f);
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camera.Target = new Vector3(0.0f, 1.0f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 45.0f;
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camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
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Model model = LoadModel("resources/models/church.obj");
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Texture2D texture = LoadTexture("resources/models/church_diffuse.png");
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// Set model diffuse texture
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Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.MATERIAL_MAP_ALBEDO, ref texture);
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Vector3 position = new(0.0f, 0.0f, 0.0f);
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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 = new Shader[(int)PostproShader.Max];
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// NOTE: Defining null (NULL) for vertex shader forces usage of internal default vertex shader
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string shaderPath = "resources/shaders/glsl330";
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shaders[(int)PostproShader.FxGrayScale] = LoadShader(null, $"{shaderPath}/grayscale.fs");
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shaders[(int)PostproShader.FxPosterization] = LoadShader(null, $"{shaderPath}/posterization.fs");
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shaders[(int)PostproShader.FxDreamVision] = LoadShader(null, $"{shaderPath}/dream_vision.fs");
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shaders[(int)PostproShader.FxPixelizer] = LoadShader(null, $"{shaderPath}/pixelizer.fs");
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shaders[(int)PostproShader.FxCrossHatching] = LoadShader(null, $"{shaderPath}/cross_hatching.fs");
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shaders[(int)PostproShader.FxCrossStiching] = LoadShader(null, $"{shaderPath}/cross_stitching.fs");
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shaders[(int)PostproShader.FxPredatorView] = LoadShader(null, $"{shaderPath}/predator.fs");
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shaders[(int)PostproShader.FxScanLines] = LoadShader(null, $"{shaderPath}/scanlines.fs");
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shaders[(int)PostproShader.FxFishEye] = LoadShader(null, $"{shaderPath}/fisheye.fs");
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shaders[(int)PostproShader.FxSobel] = LoadShader(null, $"{shaderPath}/sobel.fs");
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shaders[(int)PostproShader.FxBloom] = LoadShader(null, $"{shaderPath}/bloom.fs");
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shaders[(int)PostproShader.FxBlur] = LoadShader(null, $"{shaderPath}/blur.fs");
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int currentShader = (int)PostproShader.FxGrayScale;
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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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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.CAMERA_ORBITAL);
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if (IsKeyPressed(KeyboardKey.KEY_RIGHT))
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{
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currentShader++;
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}
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else if (IsKeyPressed(KeyboardKey.KEY_LEFT))
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{
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currentShader--;
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}
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if (currentShader >= (int)PostproShader.Max)
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{
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currentShader = 0;
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}
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else if (currentShader < 0)
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{
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currentShader = (int)PostproShader.Max - 1;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RAYWHITE);
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// Enable drawing to texture
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BeginTextureMode(target);
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ClearBackground(Color.RAYWHITE);
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BeginMode3D(camera);
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DrawModel(model, position, 0.1f, Color.WHITE);
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DrawGrid(10, 1.0f);
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EndMode3D();
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// End drawing to texture (now we have a texture available for next passes)
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EndTextureMode();
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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(
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target.Texture,
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new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height),
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new Vector2(0, 0),
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Color.WHITE
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);
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EndShaderMode();
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DrawRectangle(0, 9, 580, 30, ColorAlpha(Color.LIGHTGRAY, 0.7f));
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DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, Color.GRAY);
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DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, Color.BLACK);
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DrawText(postproShaderText[currentShader], 330, 15, 20, Color.RED);
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DrawText("< >", 540, 10, 30, Color.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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for (int i = 0; i < (int)PostproShader.Max; i++)
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{
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UnloadShader(shaders[i]);
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}
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UnloadTexture(texture);
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UnloadModel(model);
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UnloadRenderTexture(target);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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