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raylib-cs/Examples/Shaders/PostProcessing.cs
2026-07-29 19:58:47 +02:00

242 lines
8.7 KiB
C#

/*******************************************************************************************
*
* 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
*
* 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
*
* Example originally created with raylib 1.3, last time updated with raylib 4.0
*
* 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)
*
********************************************************************************************/
namespace Examples.Shaders;
public class PostProcessing : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
#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,
FxDreamVision,
FxPixelizer,
FxCrossHatching,
FxCrossStiching,
FxPredatorView,
FxScanLines,
FxFishEye,
FxSobel,
FxBloom,
FxBlur,
//FX_FXAA
Max
}
private string[] postproShaderText = new string[] {
"GRAYSCALE",
"POSTERIZATION",
"DREAM_VISION",
"PIXELIZER",
"CROSS_HATCHING",
"CROSS_STITCHING",
"PREDATOR_VIEW",
"SCANLINES",
"FISHEYE",
"SOBEL",
"BLOOM",
"BLUR",
//"FXAA"
};
private Camera3D camera;
private Model model;
private Texture2D texture;
private Vector3 position;
private Shader[] shaders;
private int currentShader;
private RenderTexture2D target;
public void Init()
{
// Define the camera to look into our 3d world
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 = 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);
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
shaders = new Shader[(int)PostproShader.Max];
// NOTE: Defining null (NULL) for vertex shader forces usage of internal default vertex shader
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");
shaders[(int)PostproShader.FxPixelizer] = LoadShader(null, $"{shaderPath}/pixelizer.fs");
shaders[(int)PostproShader.FxCrossHatching] = LoadShader(null, $"{shaderPath}/cross_hatching.fs");
shaders[(int)PostproShader.FxCrossStiching] = LoadShader(null, $"{shaderPath}/cross_stitching.fs");
shaders[(int)PostproShader.FxPredatorView] = LoadShader(null, $"{shaderPath}/predator.fs");
shaders[(int)PostproShader.FxScanLines] = LoadShader(null, $"{shaderPath}/scanlines.fs");
shaders[(int)PostproShader.FxFishEye] = LoadShader(null, $"{shaderPath}/fisheye.fs");
shaders[(int)PostproShader.FxSobel] = LoadShader(null, $"{shaderPath}/sobel.fs");
shaders[(int)PostproShader.FxBloom] = LoadShader(null, $"{shaderPath}/bloom.fs");
shaders[(int)PostproShader.FxBlur] = LoadShader(null, $"{shaderPath}/blur.fs");
currentShader = (int)PostproShader.FxGrayScale;
// Create a RenderTexture2D to be used for render to texture
target = LoadRenderTexture(screenWidth, screenHeight);
}
public void Update()
{
// 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 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); // Unload texture
UnloadModel(model); // Unload model
UnloadRenderTexture(target); // Unload render texture
}
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;
}
}