Added support for render to texture (use RenderTexture2D)

Now it's possible to render to texture, old postprocessing system will
be removed on next raylib version.
This commit is contained in:
raysan5 2016-03-30 20:09:16 +02:00
parent 1136d4222f
commit 66b096d978
8 changed files with 210 additions and 13 deletions

View file

@ -41,7 +41,11 @@ int main()
Shader shader = LoadShader("resources/shaders/base.vs",
"resources/shaders/bloom.fs"); // Load postpro shader
SetPostproShader(shader); // Set fullscreen postprocessing shader
// NOTE: Old postprocessing system is not flexible enough despite being very easy to use
//SetPostproShader(shader); // Set fullscreen postprocessing shader
// New postprocessing system let the user create multiple RenderTexture2D and perform multiple render passes
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Setup orbital camera
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
@ -65,15 +69,26 @@ int main()
ClearBackground(RAYWHITE);
Begin3dMode(camera);
BeginTextureMode(target); // Enable render to texture RenderTexture2D
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
Begin3dMode(camera);
DrawGrid(10, 1.0f); // Draw a grid
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
End3dMode();
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("HELLO TEXTURE!!!", 120, 200, 60, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, BLACK);
SetCustomShader(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, target.texture.height, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
SetDefaultShader();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
DrawFPS(10, 10);
@ -83,11 +98,12 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;