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Diffstat (limited to 'deps/raylib/examples/shaders/shaders_shapes_textures.c')
-rw-r--r-- | deps/raylib/examples/shaders/shaders_shapes_textures.c | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/deps/raylib/examples/shaders/shaders_shapes_textures.c b/deps/raylib/examples/shaders/shaders_shapes_textures.c new file mode 100644 index 0000000..65ccef6 --- /dev/null +++ b/deps/raylib/examples/shaders/shaders_shapes_textures.c @@ -0,0 +1,121 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Apply a shader to some shape or 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. +* +* 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 1.7, last time updated with raylib 3.7 +* +* 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) 2015-2024 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 [shaders] example - shapes and texture shaders"); + + Texture2D fudesumi = LoadTexture("resources/fudesumi.png"); + + // 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/grayscale.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 + //---------------------------------------------------------------------------------- + // TODO: Update your variables here + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // Start drawing with default shader + + DrawText("USING DEFAULT SHADER", 20, 40, 10, RED); + + DrawCircle(80, 120, 35, DARKBLUE); + DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE); + DrawCircleLines(80, 340, 80, DARKBLUE); + + + // Activate our custom shader to be applied on next shapes/textures drawings + BeginShaderMode(shader); + + DrawText("USING CUSTOM SHADER", 190, 40, 10, RED); + + DrawRectangle(250 - 60, 90, 120, 60, RED); + DrawRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD); + DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE); + + // Activate our default shader for next drawings + EndShaderMode(); + + DrawText("USING DEFAULT SHADER", 370, 40, 10, RED); + + DrawTriangle((Vector2){430, 80}, + (Vector2){430 - 60, 150}, + (Vector2){430 + 60, 150}, VIOLET); + + DrawTriangleLines((Vector2){430, 160}, + (Vector2){430 - 20, 230}, + (Vector2){430 + 20, 230}, DARKBLUE); + + DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN); + + // Activate our custom shader to be applied on next shapes/textures drawings + BeginShaderMode(shader); + + DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader + + // Activate our default shader for next drawings + EndShaderMode(); + + DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); // Unload shader + UnloadTexture(fudesumi); // Unload texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
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