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author | bonmas14 <bonmas14@gmail.com> | 2025-09-20 22:28:15 +0300 |
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committer | bonmas14 <bonmas14@gmail.com> | 2025-09-20 22:28:15 +0300 |
commit | cdda4c4182c9ee068567529715e4a5c68a8efb58 (patch) | |
tree | 38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shaders/shaders_palette_switch.c | |
download | c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.zip |
Init commit v1.0
Diffstat (limited to 'deps/raylib/examples/shaders/shaders_palette_switch.c')
-rw-r--r-- | deps/raylib/examples/shaders/shaders_palette_switch.c | 152 |
1 files changed, 152 insertions, 0 deletions
diff --git a/deps/raylib/examples/shaders/shaders_palette_switch.c b/deps/raylib/examples/shaders/shaders_palette_switch.c new file mode 100644 index 0000000..797fac8 --- /dev/null +++ b/deps/raylib/examples/shaders/shaders_palette_switch.c @@ -0,0 +1,152 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Color palette switch +* +* 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. +* +* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example +* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders +* raylib comes with shaders ready for both versions, check raylib/shaders install folder +* +* Example originally created with raylib 2.5, last time updated with raylib 3.7 +* +* Example contributed by Marco Lizza (@MarcoLizza) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2019-2024 Marco Lizza (@MarcoLizza) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +#define MAX_PALETTES 3 +#define COLORS_PER_PALETTE 8 +#define VALUES_PER_COLOR 3 + +static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = { + { // 3-BIT RGB + 0, 0, 0, + 255, 0, 0, + 0, 255, 0, + 0, 0, 255, + 0, 255, 255, + 255, 0, 255, + 255, 255, 0, + 255, 255, 255, + }, + { // AMMO-8 (GameBoy-like) + 4, 12, 6, + 17, 35, 24, + 30, 58, 41, + 48, 93, 66, + 77, 128, 97, + 137, 162, 87, + 190, 220, 127, + 238, 255, 204, + }, + { // RKBV (2-strip film) + 21, 25, 26, + 138, 76, 88, + 217, 98, 117, + 230, 184, 193, + 69, 107, 115, + 75, 151, 166, + 165, 189, 194, + 255, 245, 247, + } +}; + +static const char *paletteText[] = { + "3-BIT RGB", + "AMMO-8 (GameBoy-like)", + "RKBV (2-strip film)" +}; + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch"); + + // Load shader to be used on some parts drawing + // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version + // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION)); + + // Get variable (uniform) location on the shader to connect with the program + // NOTE: If uniform variable could not be found in the shader, function returns -1 + int paletteLoc = GetShaderLocation(shader, "palette"); + + int currentPalette = 0; + int lineHeight = screenHeight/COLORS_PER_PALETTE; + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsKeyPressed(KEY_RIGHT)) currentPalette++; + else if (IsKeyPressed(KEY_LEFT)) currentPalette--; + + if (currentPalette >= MAX_PALETTES) currentPalette = 0; + else if (currentPalette < 0) currentPalette = MAX_PALETTES - 1; + + // Send palette data to the shader to be used on drawing + // NOTE: We are sending RGB triplets w/o the alpha channel + SetShaderValueV(shader, paletteLoc, palettes[currentPalette], SHADER_UNIFORM_IVEC3, COLORS_PER_PALETTE); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginShaderMode(shader); + + for (int i = 0; i < COLORS_PER_PALETTE; i++) + { + // Draw horizontal screen-wide rectangles with increasing "palette index" + // The used palette index is encoded in the RGB components of the pixel + DrawRectangle(0, lineHeight*i, GetScreenWidth(), lineHeight, (Color){ i, i, i, 255 }); + } + + EndShaderMode(); + + DrawText("< >", 10, 10, 30, DARKBLUE); + DrawText("CURRENT PALETTE:", 60, 15, 20, RAYWHITE); + DrawText(paletteText[currentPalette], 300, 15, 20, RED); + + DrawFPS(700, 15); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); // Unload shader + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} |