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Diffstat (limited to 'deps/raylib/examples/shaders/shaders_multi_sample2d.c')
-rw-r--r-- | deps/raylib/examples/shaders/shaders_multi_sample2d.c | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/deps/raylib/examples/shaders/shaders_multi_sample2d.c b/deps/raylib/examples/shaders/shaders_multi_sample2d.c new file mode 100644 index 0000000..ccdc6fa --- /dev/null +++ b/deps/raylib/examples/shaders/shaders_multi_sample2d.c @@ -0,0 +1,110 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Multiple sample2D with default batch system +* +* 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 3.5, last time updated with raylib 3.5 +* +* 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) 2020-2024 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 - multiple sample2D"); + + Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 }); + Texture texRed = LoadTextureFromImage(imRed); + UnloadImage(imRed); + + Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 }); + Texture texBlue = LoadTextureFromImage(imBlue); + UnloadImage(imBlue); + + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION)); + + // Get an additional sampler2D location to be enabled on drawing + int texBlueLoc = GetShaderLocation(shader, "texture1"); + + // Get shader uniform for divider + int dividerLoc = GetShaderLocation(shader, "divider"); + float dividerValue = 0.5f; + + 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 (IsKeyDown(KEY_RIGHT)) dividerValue += 0.01f; + else if (IsKeyDown(KEY_LEFT)) dividerValue -= 0.01f; + + if (dividerValue < 0.0f) dividerValue = 0.0f; + else if (dividerValue > 1.0f) dividerValue = 1.0f; + + SetShaderValue(shader, dividerLoc, ÷rValue, SHADER_UNIFORM_FLOAT); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginShaderMode(shader); + + // WARNING: Additional samplers are enabled for all draw calls in the batch, + // EndShaderMode() forces batch drawing and consequently resets active textures + // to let other sampler2D to be activated on consequent drawings (if required) + SetShaderValueTexture(shader, texBlueLoc, texBlue); + + // We are drawing texRed using default sampler2D texture0 but + // an additional texture units is enabled for texBlue (sampler2D texture1) + DrawTexture(texRed, 0, 0, WHITE); + + EndShaderMode(); + + DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); // Unload shader + UnloadTexture(texRed); // Unload texture + UnloadTexture(texBlue); // Unload texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
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