Review BeginTextureMode() usage
Moved outside BeginDrawing()/EndDrawing() to illustrate drawing is happening to an external texture (not screen)
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8 changed files with 113 additions and 143 deletions
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@ -65,11 +65,11 @@ int main(void)
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// Setup orbital camera
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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@ -81,55 +81,46 @@ int main(void)
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// Send new value to the shader to be used on drawing
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SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
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UpdateCamera(&camera); // Update camera
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UpdateCamera(&camera); // Update camera
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(RAYWHITE); // Clear texture background
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BeginMode3D(camera); // Begin 3d mode drawing
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DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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BeginDrawing();
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ClearBackground(RAYWHITE); // Clear screen background
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ClearBackground(RAYWHITE);
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(RAYWHITE); // Clear texture background
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BeginMode3D(camera); // Begin 3d mode drawing
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DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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// Enable shader using the custom uniform
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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// Draw some 2d text over drawn texture
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DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
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DrawFPS(10, 10);
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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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UnloadShader(shader); // Unload shader
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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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UnloadRenderTexture(target); // Unload render texture
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UnloadShader(shader); // Unload shader
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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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UnloadRenderTexture(target); // Unload render texture
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -46,11 +46,11 @@ int main(void)
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION));
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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@ -59,35 +59,33 @@ int main(void)
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(BLACK); // Clear the render texture
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// Draw a rectangle in shader mode to be used as shader canvas
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// NOTE: Rectangle uses font white character texture coordinates,
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// so shader can not be applied here directly because input vertexTexCoord
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// do not represent full screen coordinates (space where want to apply shader)
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
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EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(BLACK); // Clear the render texture
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// Draw a rectangle in shader mode to be used as shader canvas
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// NOTE: Rectangle uses font white character texture coordinates,
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// so shader can not be applied here directly because input vertexTexCoord
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// do not represent full screen coordinates (space where want to apply shader)
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
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EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
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ClearBackground(RAYWHITE); // Clear screen background
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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EndShaderMode();
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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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UnloadShader(shader); // Unload shader
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UnloadRenderTexture(target); // Unload texture
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UnloadShader(shader); // Unload shader
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UnloadRenderTexture(target); // Unload render texture
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -75,15 +75,15 @@ int main(void)
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SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
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int incrementSpeed = 0; // Multiplier of speed to change c value
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bool showControls = true; // Show controls
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bool pause = false; // Pause animation
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int incrementSpeed = 0; // Multiplier of speed to change c value
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bool showControls = true; // Show controls
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bool pause = false; // Pause animation
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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@ -145,20 +145,19 @@ int main(void)
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// Draw
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//----------------------------------------------------------------------------------
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// Using a render texture to draw Julia set
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(BLACK); // Clear the render texture
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// Draw a rectangle in shader mode to be used as shader canvas
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// NOTE: Rectangle uses font white character texture coordinates,
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// so shader can not be applied here directly because input vertexTexCoord
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// do not represent full screen coordinates (space where want to apply shader)
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
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EndTextureMode();
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BeginDrawing();
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ClearBackground(BLACK); // Clear the screen of the previous frame.
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// Using a render texture to draw Julia set
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(BLACK); // Clear the render texture
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// Draw a rectangle in shader mode to be used as shader canvas
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// NOTE: Rectangle uses font white character texture coordinates,
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// so shader can not be applied here directly because input vertexTexCoord
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// do not represent full screen coordinates (space where want to apply shader)
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
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EndTextureMode();
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ClearBackground(BLACK); // Clear screen background
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// Draw the saved texture and rendered julia set with shader
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// NOTE: We do not invert texture on Y, already considered inside shader
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@ -176,17 +175,16 @@ int main(void)
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DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, RAYWHITE);
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DrawText("Press KEY_SPACE to pause movement animation", 10, 75, 10, RAYWHITE);
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}
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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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UnloadShader(shader); // Unload shader
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UnloadRenderTexture(target); // Unload render texture
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UnloadShader(shader); // Unload shader
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UnloadRenderTexture(target); // Unload render texture
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -124,50 +124,38 @@ int main(void)
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(RAYWHITE); // Clear texture background
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BeginMode3D(camera); // Begin 3d mode drawing
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DrawModel(model, position, 0.1f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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BeginDrawing();
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ClearBackground(RAYWHITE); // Clear screen background
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ClearBackground(RAYWHITE);
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(RAYWHITE); // Clear texture background
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BeginMode3D(camera); // Begin 3d mode drawing
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DrawModel(model, position, 0.1f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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// Render previously generated texture using selected postpro shader
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// Render generated texture using selected postprocessing 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(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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// Draw 2d shapes and text over drawn texture
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DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
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DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
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DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
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DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
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DrawText("< >", 540, 10, 30, 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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// Unload all postpro shaders
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for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
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