aboutsummaryrefslogtreecommitdiff
path: root/deps/raylib/examples/shaders/shaders_texture_outline.c
diff options
context:
space:
mode:
authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shaders/shaders_texture_outline.c
downloadc_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz
c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.zip
Init commit v1.0
Diffstat (limited to 'deps/raylib/examples/shaders/shaders_texture_outline.c')
-rw-r--r--deps/raylib/examples/shaders/shaders_texture_outline.c102
1 files changed, 102 insertions, 0 deletions
diff --git a/deps/raylib/examples/shaders/shaders_texture_outline.c b/deps/raylib/examples/shaders/shaders_texture_outline.c
new file mode 100644
index 0000000..f90e417
--- /dev/null
+++ b/deps/raylib/examples/shaders/shaders_texture_outline.c
@@ -0,0 +1,102 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - Apply an shdrOutline to a texture
+*
+* 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.
+*
+* Example originally created with raylib 4.0, last time updated with raylib 4.0
+*
+* Example contributed by Samuel Skiff (@GoldenThumbs) 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) 2021-2024 Samuel SKiff (@GoldenThumbs) 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 - Apply an outline to a texture");
+
+ Texture2D texture = LoadTexture("resources/fudesumi.png");
+
+ Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
+
+ float outlineSize = 2.0f;
+ float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; // Normalized RED color
+ float textureSize[2] = { (float)texture.width, (float)texture.height };
+
+ // Get shader locations
+ int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
+ int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
+ int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
+
+ // Set shader values (they can be changed later)
+ SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4);
+ SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2);
+
+ 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
+ //----------------------------------------------------------------------------------
+ outlineSize += GetMouseWheelMove();
+ if (outlineSize < 1.0f) outlineSize = 1.0f;
+
+ SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginShaderMode(shdrOutline);
+
+ DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE);
+
+ EndShaderMode();
+
+ DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY);
+ DrawText("Scroll mouse wheel to\nchange outline size", 10, 72, 20, GRAY);
+ DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON);
+
+ DrawFPS(710, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(texture);
+ UnloadShader(shdrOutline);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}