Files
sinbad/external/engine/postfx.h
T
2025-04-11 22:01:30 +02:00

47 lines
1.5 KiB
C

#ifndef POSTFX_H
#define POSTFX_H
typedef struct {
Shader shader;
int resolutionLoc;
int strengthLoc;
float strength;
} PostProcessing;
PostProcessing CreatePostFX(const char* shaderPath){
PostProcessing postFX = {0};
postFX.shader = LoadShader(NULL, shaderPath);
if (postFX.shader.id == 0) {
TraceLog(LOG_ERROR, "Failed to load shader: %s", shaderPath);
return postFX;
}
postFX.strength = 0.3f;
postFX.resolutionLoc = GetShaderLocation(postFX.shader, "resolution");
postFX.strengthLoc = GetShaderLocation(postFX.shader, "strength");
Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
SetShaderValue(postFX.shader, postFX.resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
return postFX;
}
void UpdatePostFX(PostProcessing *postFX){
if (postFX->shader.id == 0) return;
SetShaderValue(postFX->shader, postFX->strengthLoc, &postFX->strength, SHADER_UNIFORM_FLOAT);
Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
SetShaderValue(postFX->shader, postFX->resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
}
void RenderPostFX(PostProcessing *postFX, RenderTexture2D *target){
BeginShaderMode(postFX->shader);
DrawTextureRec(target->texture, (Rectangle){ 0, 0, target->texture.width, -target->texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
}
void UnloadPostFX(PostProcessing *postFX){
if (postFX->shader.id == 0) return;
UnloadShader(postFX->shader);
}
#endif // POSTFX_H