REVIEWED: EXAMPLE: shaders_shapes_outline

Removed unneeded resources to use raylib ones.
This commit is contained in:
raysan5 2021-10-12 13:36:31 +02:00
parent 599d6e810f
commit 1b91ac0b0d
6 changed files with 46 additions and 36 deletions

View file

@ -9,5 +9,3 @@
| raysan.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - | | raysan.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| space.png | ❔ | ❔ | - | | space.png | ❔ | ❔ | - |
| texel_checker.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [UV Checker Map Maker](http://uvchecker.byvalle.com/) | | texel_checker.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [UV Checker Map Maker](http://uvchecker.byvalle.com/) |
| egg.png | [@GoldenThumbs](https://github.com/GoldenThumbs) |
| torus.png | [@GoldenThumbs](https://github.com/GoldenThumbs) |

Binary file not shown.

Before

Width:  |  Height:  |  Size: 316 B

View file

@ -7,30 +7,29 @@ in vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
uniform vec2 texScale;
uniform vec2 textureSize;
uniform float outlineSize;
uniform vec4 outlineColor;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
// Function for drawing outlines on alpha-blended textures
vec4 DrawOutline(sampler2D tex, vec2 uv, vec2 lineScale, vec3 lineCol)
{
vec2 texelScale = 1.0 / lineScale;
vec4 center = texture(tex, uv); // We sample the center texel, (with all color data)
// Next we sample four corner texels, but only for the alpha channel (this is for the outline)
vec4 corners;
corners.x = texture(tex, uv+vec2( texelScale.x, texelScale.y)).a;
corners.y = texture(tex, uv+vec2( texelScale.x,-texelScale.y)).a;
corners.z = texture(tex, uv+vec2(-texelScale.x, texelScale.y)).a;
corners.w = texture(tex, uv+vec2(-texelScale.x,-texelScale.y)).a;
float outline = min(dot(corners, vec4(1.0)), 1.0);
vec4 col = mix(vec4(0.0), vec4(lineCol, 1.0), outline);
col = mix(col, center, center.a);
return col;
}
void main() void main()
{ {
finalColor = DrawOutline(texture0, fragTexCoord, texScale, vec3(0.0)); vec4 texel = texture(texture0, fragTexCoord); // Get texel color
vec2 texelScale = vec2(0.0);
texelScale.x = outlineSize/textureSize.x;
texelScale.y = outlineSize/textureSize.y;
// We sample four corner texels, but only for the alpha channel (this is for the outline)
vec4 corners = vec4(0.0);
corners.x = texture(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
corners.y = texture(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
corners.z = texture(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
corners.w = texture(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
float outline = min(dot(corners, vec4(1.0)), 1.0);
vec4 color = mix(vec4(0.0), outlineColor, outline);
finalColor = mix(color, texel, texel.a);
} }

Binary file not shown.

Before

Width:  |  Height:  |  Size: 446 B

View file

@ -5,12 +5,10 @@
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * 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).
*
* This example has been created using raylib 3.8 (www.raylib.com) * This example has been created using raylib 3.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Example contributed by Samuel Skiff (@GoldenThumbs) * Example contributed by Samuel Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5)
* *
* Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5) * Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5)
* *
@ -33,13 +31,23 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture"); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
Texture2D egg = LoadTexture("resources/egg.png"); Texture2D texture = LoadTexture("resources/fudesumi.png");
Texture2D torus = LoadTexture("resources/torus.png");
Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION)); Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
float outlineScale = 16.0f; float outlineSize = 2.0f;
float textureScale[2] = { 16.0f*4, 16.0f*4 }; float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; // Normalized RED color
SetShaderValue(shdrOutline, GetShaderLocation(shdrOutline, "texScale"), textureScale, SHADER_UNIFORM_VEC2); float textureSize[2] = { (float)texture.width, (float)texture.height };
// Get shader locations
int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
// Set shader values (they can be changed later)
SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4);
SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -49,7 +57,10 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// TODO: Update your variables here outlineSize += GetMouseWheelMove();
if (outlineSize < 1.0f) outlineSize = 1.0f;
SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -59,11 +70,14 @@ int main(void)
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
BeginShaderMode(shdrOutline); BeginShaderMode(shdrOutline);
DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, outlineScale, WHITE);
DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, outlineScale, WHITE); DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE);
EndShaderMode(); EndShaderMode();
DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY); DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY);
DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON);
DrawFPS(710, 10); DrawFPS(710, 10);
@ -73,8 +87,7 @@ int main(void)
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadTexture(egg); UnloadTexture(texture);
UnloadTexture(torus);
UnloadShader(shdrOutline); UnloadShader(shdrOutline);
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context

Binary file not shown.

After

Width:  |  Height:  |  Size: 258 KiB