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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_texture_drawing.c | |
download | c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.zip |
Init commit v1.0
Diffstat (limited to 'deps/raylib/examples/shaders/shaders_texture_drawing.c')
-rw-r--r-- | deps/raylib/examples/shaders/shaders_texture_drawing.c | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/deps/raylib/examples/shaders/shaders_texture_drawing.c b/deps/raylib/examples/shaders/shaders_texture_drawing.c new file mode 100644 index 0000000..ada4429 --- /dev/null +++ b/deps/raylib/examples/shaders/shaders_texture_drawing.c @@ -0,0 +1,86 @@ +/******************************************************************************************* +* +* raylib [textures] example - Texture drawing +* +* NOTE: This example illustrates how to draw into a blank texture using a shader +* +* Example originally created with raylib 2.0, last time updated with raylib 3.7 +* +* Example contributed by Michał Ciesielski 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 Michał Ciesielski 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 + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing"); + + Image imBlank = GenImageColor(1024, 1024, BLANK); + Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader + UnloadImage(imBlank); + + // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION)); + + float time = 0.0f; + int timeLoc = GetShaderLocation(shader, "uTime"); + SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT); + + 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 + //---------------------------------------------------------------------------------- + time = (float)GetTime(); + SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginShaderMode(shader); // Enable our custom shader for next shapes/textures drawings + DrawTexture(texture, 0, 0, WHITE); // Drawing BLANK texture, all magic happens on shader + EndShaderMode(); // Disable our custom shader, return to default shader + + DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); + UnloadTexture(texture); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} |