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Diffstat (limited to 'deps/raylib/examples/shaders/shaders_eratosthenes.c')
-rw-r--r-- | deps/raylib/examples/shaders/shaders_eratosthenes.c | 97 |
1 files changed, 97 insertions, 0 deletions
diff --git a/deps/raylib/examples/shaders/shaders_eratosthenes.c b/deps/raylib/examples/shaders/shaders_eratosthenes.c new file mode 100644 index 0000000..21b7ea8 --- /dev/null +++ b/deps/raylib/examples/shaders/shaders_eratosthenes.c @@ -0,0 +1,97 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Sieve of Eratosthenes +* +* NOTE: Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve. +* +* "Sift the twos and sift the threes, +* The Sieve of Eratosthenes. +* When the multiples sublime, +* the numbers that are left are prime." +* +* 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). +* +* Example originally created with raylib 2.5, last time updated with raylib 4.0 +* +* Example contributed by ProfJski 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 ProfJski 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 - Sieve of Eratosthenes"); + + RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); + + // Load Eratosthenes shader + // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION)); + + 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 + //---------------------------------------------------------------------------------- + // Nothing to do here, everything is happening in the shader + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginTextureMode(target); // Enable drawing to texture + ClearBackground(BLACK); // Clear the render texture + + // Draw a rectangle in shader mode to be used as shader canvas + // NOTE: Rectangle uses font white character texture coordinates, + // so shader can not be applied here directly because input vertexTexCoord + // do not represent full screen coordinates (space where want to apply shader) + DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK); + EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader) + + BeginDrawing(); + ClearBackground(RAYWHITE); // Clear screen background + + BeginShaderMode(shader); + // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) + DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE); + EndShaderMode(); + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); // Unload shader + UnloadRenderTexture(target); // Unload render texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} |