REVIEWED: example: shaders_ascii_rendering

This commit is contained in:
Ray 2025-09-29 18:01:42 +02:00
commit 218a806ec2
3 changed files with 37 additions and 42 deletions

View file

@ -10,42 +10,42 @@ uniform sampler2D texture0;
uniform vec2 resolution; uniform vec2 resolution;
uniform float fontSize; uniform float fontSize;
float greyScale(in vec3 col) { float GreyScale(in vec3 col)
{
return dot(col, vec3(0.2126, 0.7152, 0.0722)); return dot(col, vec3(0.2126, 0.7152, 0.0722));
} }
float character(float n, vec2 p) float GetCharacter(float n, vec2 p)
{ {
p = floor(p * vec2(4.0, -4.0) + 2.5); p = floor(p*vec2(4.0, -4.0) + 2.5);
// Check if the coordinate is inside the 5x5 grid (0 to 4). // Check if the coordinate is inside the 5x5 grid (0 to 4)
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) { if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
{
if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) { if (int(mod(n/exp2(p.x + 5.0 * p.y), 2.0)) == 1)
return 1.0; // The bit is on, so draw this part of the character. {
return 1.0; // The bit is on, so draw this part of the character
} }
} }
return 0.0; // The bit is off, or we are outside the grid. return 0.0; // The bit is off, or we are outside the grid
} }
// ----------------------------------------------------------------------------- // -----------------------------------------------------------------------------
// Main shader logic // Main shader logic
// ----------------------------------------------------------------------------- // -----------------------------------------------------------------------------
void main() void main()
{ {
vec2 charPixelSize = vec2(fontSize, fontSize * 1.8); vec2 charPixelSize = vec2(fontSize, fontSize*1.8);
vec2 uvCellSize = charPixelSize / resolution; vec2 uvCellSize = charPixelSize/resolution;
vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize;
vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize;
vec3 cellColor = texture(texture0, cellUV).rgb; vec3 cellColor = texture(texture0, cellUV).rgb;
float gray = greyScale(cellColor); float gray = GreyScale(cellColor);
float n = 4096; float n = 4096;
// limited character set // Limited character set
if (gray > 0.2) n = 65600.0; // : if (gray > 0.2) n = 65600.0; // :
if (gray > 0.3) n = 163153.0; // * if (gray > 0.3) n = 163153.0; // *
if (gray > 0.4) n = 15255086.0; // o if (gray > 0.4) n = 15255086.0; // o
@ -54,13 +54,10 @@ void main()
if (gray > 0.7) n = 13195790.0; // @ if (gray > 0.7) n = 13195790.0; // @
if (gray > 0.8) n = 11512810.0; // # if (gray > 0.8) n = 11512810.0; // #
vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0] vec2 localUV = (fragTexCoord - cellUV)/uvCellSize; // Range [0.0, 1.0]
vec2 p = localUV*2.0 - 1.0;
vec2 p = localUV * 2.0 - 1.0; float charShape = GetCharacter(n, p);
float charShape = character(n, p); finalColor = vec4(cellColor*charShape, 1.0);
vec3 final_col = cellColor * charShape;
finalColor = vec4(final_col, 1.0);
} }

View file

@ -0,0 +1,117 @@
/*******************************************************************************************
*
* raylib [shaders] example - ascii rendering
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Maicon Santana (@maiconpintoabreu) and reviewed by 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) 2025-2025 Maicon Santana (@maiconpintoabreu)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - ascii rendering");
// Texture to test static drawing
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
// Texture to test moving drawing
Texture2D raysan = LoadTexture("resources/raysan.png");
// Load shader to be used on postprocessing
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/ascii.fs", GLSL_VERSION));
// These locations are used to send data to the GPU
int resolutionLoc = GetShaderLocation(shader, "resolution");
int fontSizeLoc = GetShaderLocation(shader, "fontSize");
// Set the character size for the ASCII effect
float fontSize = 4.0f;
// Send the updated values to the shader
float resolution[2] = { (float)screenWidth, (float)screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
SetShaderValue(shader, fontSizeLoc, &fontSize, SHADER_UNIFORM_FLOAT);
Vector2 circlePos = (Vector2){40.0f, (float)screenHeight * 0.5f};
float circleSpeed = 1.0f;
// RenderTexture to apply the postprocessing later
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
circlePos.x += circleSpeed;
if ((circlePos.x > 200.0f) || (circlePos.x < 40.0f)) circleSpeed *= -1;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw our scene to a render texture first
BeginTextureMode(target);
ClearBackground(WHITE);
DrawTexture(fudesumi, 500, -30, WHITE);
DrawTextureV(raysan, circlePos, WHITE);
EndTextureMode();
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(shader);
// Draw the render texture containing scene
// The shader will process every pixel on the screen
DrawTextureRec(target.texture,
(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
(Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawRectangle(0, 0, screenWidth, 40, BLACK);
DrawText("Ascii effect", 120, 10, 20, LIGHTGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(fudesumi); // Unload texture
UnloadTexture(raysan); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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