diff --git a/lab16 with raylib/lab16 with raylib/lab16 with raylib.vcxproj b/lab16 with raylib/lab16 with raylib/lab16 with raylib.vcxproj index 50328ce..d29a66f 100644 --- a/lab16 with raylib/lab16 with raylib/lab16 with raylib.vcxproj +++ b/lab16 with raylib/lab16 with raylib/lab16 with raylib.vcxproj @@ -104,7 +104,7 @@ true _DEBUG;_CONSOLE;%(PreprocessorDefinitions) true - $(SolutionDir)\include + $(SolutionDir)\include;$(SolutionDir)\resources Console @@ -121,7 +121,7 @@ true NDEBUG;_CONSOLE;%(PreprocessorDefinitions) true - $(SolutionDir)\include + $(SolutionDir)\include;$(SolutionDir)\resources Windows diff --git a/lab16 with raylib/resources/blur.frag b/lab16 with raylib/resources/blur.frag index 7eba3d7..2336c32 100644 --- a/lab16 with raylib/resources/blur.frag +++ b/lab16 with raylib/resources/blur.frag @@ -14,13 +14,45 @@ out vec4 finalColor; // NOTE: Add here your custom variables // NOTE: values must be passed from code -uniform float renderWidth = 750; +uniform float renderWidth; uniform float renderHeight; uniform float seconds; float offset[3] = float[](0.0, 1.3846153846, 3.2307692308); float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); +vec4 getAverageColor(sampler2D iTexture, vec2 resolution, vec2 uv, float power) +{ + vec4 color = vec4(0); + for (int x = -1; x < 2; x++) + { + for (int y = -1; y < 2; y++) + { + vec2 offset = vec2(x,y) / resolution.xy * power; + color += texture(iTexture, uv + offset); + } + } + + color /= 9.0; + + return color; +} + +vec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) { + vec4 color = vec4(0.0); + vec2 off1 = vec2(1.411764705882353) * direction; + vec2 off2 = vec2(3.2941176470588234) * direction; + vec2 off3 = vec2(5.176470588235294) * direction; + color += texture2D(image, uv) * 0.1964825501511404; + color += texture2D(image, uv + (off1 / resolution)) * 0.2969069646728344; + color += texture2D(image, uv - (off1 / resolution)) * 0.2969069646728344; + color += texture2D(image, uv + (off2 / resolution)) * 0.09447039785044732; + color += texture2D(image, uv - (off2 / resolution)) * 0.09447039785044732; + color += texture2D(image, uv + (off3 / resolution)) * 0.010381362401148057; + color += texture2D(image, uv - (off3 / resolution)) * 0.010381362401148057; + return color; +} + void main() { // Texel color fetching from texture sampler @@ -38,7 +70,9 @@ void main() vec4 blue = vec4(0.0, 0.5, 0.5, 1.0); //finalColor = mix(red, blue, (sin(fragTexCoord.x * 24 + seconds * 4.0) + 1.0) / 2.0); - + //vec4 xBlur = blur13(texture0, fragTexCoord, vec2(renderWidth, renderHeight), vec2(1, 0)); + //vec4 yBlur = blur13(texture0, fragTexCoord, vec2(renderWidth, renderHeight), vec2(0, 1)); + //finalColor = (xBlur + yBlur) * 0.5; finalColor = texelColor; //finalColor = vec4((sin(fragTexCoord.x * 24 + seconds * 4.0) + 1.0) / 2.0, 0.5, 0.5, 1.0); } \ No newline at end of file diff --git a/lab16 with raylib/resources/blur13.frag b/lab16 with raylib/resources/blur13.frag new file mode 100644 index 0000000..8e30d19 --- /dev/null +++ b/lab16 with raylib/resources/blur13.frag @@ -0,0 +1,28 @@ +#version 330 + +in vec2 fragTexCoord; // Fragment input attribute: texture coordinate +in vec4 fragColor; // Fragment input attribute: color +out vec4 finalColor; // Fragment output: color +uniform sampler2D texture0; // Fragment input texture (always required, could be a white pixel) +uniform vec4 colDiffuse; // Fragment input color diffuse (multiplied by texture color) + +uniform vec2 resolution; +uniform vec2 direction; + +void main() +{ + vec4 color = vec4(0.0); + vec2 off1 = vec2(1.411764705882353) * direction; + vec2 off2 = vec2(3.2941176470588234) * direction; + vec2 off3 = vec2(5.176470588235294) * direction; + + color += texture(texture0, fragTexCoord) * 0.1964825501511404; + color += texture(texture0, fragTexCoord + (off1 / resolution)) * 0.2969069646728344; + color += texture(texture0, fragTexCoord - (off1 / resolution)) * 0.2969069646728344; + color += texture(texture0, fragTexCoord + (off2 / resolution)) * 0.09447039785044732; + color += texture(texture0, fragTexCoord - (off2 / resolution)) * 0.09447039785044732; + color += texture(texture0, fragTexCoord + (off3 / resolution)) * 0.010381362401148057; + color += texture(texture0, fragTexCoord - (off3 / resolution)) * 0.010381362401148057; + + finalColor = color*colDiffuse*fragColor; +} \ No newline at end of file diff --git a/lab16 with raylib/resources/watershader.frag b/lab16 with raylib/resources/watershader.frag index b7cf58f..b83189e 100644 --- a/lab16 with raylib/resources/watershader.frag +++ b/lab16 with raylib/resources/watershader.frag @@ -8,47 +8,41 @@ uniform vec4 colDiffuse; // Fragment input color diffuse (multiplied by textu // Custom variables uniform sampler2D texture1; // water bump map - -uniform float xBlurDistance = 0.5 / 750; uniform float xWaveWidth = 0.1; uniform float xWaveHeight = 0.1; uniform float seconds; - uniform vec2 iResolution; -//uniform vec4 waterColor = vec4(0.8, 0.95, 1.0, 1.0); - -vec4 getAverageColor(sampler2D iTexture, vec2 uv, float power) +vec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) { - vec4 color = vec4(0); - for (int x = -1; x < 2; x++) - { - for (int y = -1; y < 2; y++) - { - vec2 offset = vec2(x,y) / iResolution.xy * power; - color += texture(iTexture, uv + offset); - } - } - - color /= 9.0; - - return color; + vec4 color = vec4(0.0); + vec2 off1 = vec2(1.411764705882353) * direction; + vec2 off2 = vec2(3.2941176470588234) * direction; + vec2 off3 = vec2(5.176470588235294) * direction; + color += texture2D(image, uv) * 0.1964825501511404; + color += texture2D(image, uv + (off1 / resolution)) * 0.2969069646728344; + color += texture2D(image, uv - (off1 / resolution)) * 0.2969069646728344; + color += texture2D(image, uv + (off2 / resolution)) * 0.09447039785044732; + color += texture2D(image, uv - (off2 / resolution)) * 0.09447039785044732; + color += texture2D(image, uv + (off3 / resolution)) * 0.010381362401148057; + color += texture2D(image, uv - (off3 / resolution)) * 0.010381362401148057; + return color; } - void main() { vec4 bumpColor = texture(texture1, fragTexCoord + sin(seconds / 2.0) / 20.0); bumpColor = (bumpColor + texture(texture1, fragTexCoord*1.5 + cos(seconds / 2.0) / 20.0)) * 0.5; vec2 samplePos = fragTexCoord; - samplePos.x += (bumpColor.r - 0.5) * xWaveWidth * fragColor.r; samplePos.y += (bumpColor.g - 0.5) * xWaveHeight * fragColor.g; - vec4 result = getAverageColor(texture0, samplePos, 0.7); - - result = result*colDiffuse*fragColor; + vec4 xBlur = blur13(texture0, samplePos, iResolution, vec2(0.5, 0)); + vec4 yBlur = blur13(texture0, samplePos, iResolution, vec2(0, 0.5)); + vec4 result = (xBlur + yBlur) * 0.5; + + result = result*colDiffuse*fragColor; finalColor = result; } diff --git a/lab16 with raylib/src/main.c b/lab16 with raylib/src/main.c index 87266fc..83ef6ae 100644 --- a/lab16 with raylib/src/main.c +++ b/lab16 with raylib/src/main.c @@ -532,6 +532,10 @@ int main() SetTextureFilter(canvas.texture, TEXTURE_FILTER_BILINEAR); SetTextureWrap(canvas.texture, TEXTURE_WRAP_CLAMP); + RenderTexture2D canvasBlurX = LoadRenderTexture(screenWidth, screenHeight); + SetTextureFilter(canvasBlurX.texture, TEXTURE_FILTER_BILINEAR); + SetTextureWrap(canvasBlurX.texture, TEXTURE_WRAP_CLAMP); + Shader blur = LoadShader(0, "blur.frag"); int blurRenderWidthLoc = GetShaderLocation(blur, "renderWidth"); int blurRenderHeightLoc = GetShaderLocation(blur, "renderHeight"); @@ -568,6 +572,11 @@ int main() SetShaderValue(watershader, iResolutionLoc, &iResolution, SHADER_UNIFORM_VEC2); SetShaderValueTexture(watershader, xWaterBumpMapLoc, waterbump); + Shader blur13 = LoadShader(0, "blur13.frag"); + int blur13resolution = GetShaderLocation(blur13, "resolution"); + int blur13direction = GetShaderLocation(blur13, "direction"); + SetShaderValue(blur13, blur13resolution, &iResolution, SHADER_UNIFORM_VEC2); + GuiSetFont(InconsolataBold); GuiSetStyle(DEFAULT, TEXT_SIZE, 24); GuiSetStyle(DEFAULT, TEXT_SPACING, 0); @@ -639,11 +648,12 @@ int main() // Draw //------------------------------------------------------------------ BeginDrawing(); - // Setup the back buffer for drawing (clear color and depth buffers) - ClearBackground(WHITE); BeginTextureMode(canvas); + // Setup the back buffer for drawing (clear color and depth buffers) + ClearBackground(MAGENTA); + drawMap(); drawPlayer(); drawBottomBar(InconsolataBold, 24); @@ -699,6 +709,34 @@ int main() DrawTextureRec(canvas.texture, rec, (Vector2) { 0.0f, 0.0f }, WATERBLUE); } EndShaderMode(); + + + //BeginTextureMode(canvasBlurX); + //{ + // BeginShaderMode(blur13); + // { + // BeginShaderMode(watershader); + // { + // Vector2 dir = { 0.25f, 0.0f }; + // SetShaderValue(blur13, blur13direction, &dir, SHADER_UNIFORM_VEC2); + // SetShaderValueTexture(watershader, xWaterBumpMapLoc, waterbump); + // DrawTextureRec(canvas.texture, rec, (Vector2) { 0.0f, 0.0f }, WATERBLUE); + // } + // EndShaderMode(); + // } + // EndShaderMode(); + //} + //EndTextureMode(); + + + //BeginShaderMode(blur13); + //{ + // Vector2 dir = { 0.0f, 0.25f }; + // SetShaderValue(blur13, blur13direction, &dir, SHADER_UNIFORM_VEC2); + // DrawTextureRec(canvasBlurX.texture, rec, (Vector2) { 0.0f, 0.0f }, WHITE); + //} + //EndShaderMode(); + //drawBottomBar(InconsolataBold, 24);