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https://github.com/HarbourMasters/Shipwright.git
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subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
111 lines
4.4 KiB
C
111 lines
4.4 KiB
C
/*******************************************************************************************
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*
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* raylib [shaders] example - Texture Waves
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
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// Load texture texture to apply shaders
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Texture2D texture = LoadTexture("resources/space.png");
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// Load shader and setup location points and values
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
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int secondsLoc = GetShaderLocation(shader, "secondes");
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int freqXLoc = GetShaderLocation(shader, "freqX");
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int freqYLoc = GetShaderLocation(shader, "freqY");
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int ampXLoc = GetShaderLocation(shader, "ampX");
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int ampYLoc = GetShaderLocation(shader, "ampY");
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int speedXLoc = GetShaderLocation(shader, "speedX");
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int speedYLoc = GetShaderLocation(shader, "speedY");
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// Shader uniform values that can be updated at any time
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float freqX = 25.0f;
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float freqY = 25.0f;
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float ampX = 5.0f;
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float ampY = 5.0f;
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float speedX = 8.0f;
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float speedY = 8.0f;
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float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
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SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, freqXLoc, &freqX, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, freqYLoc, &freqY, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, ampXLoc, &X, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, ampYLoc, &Y, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, speedYLoc, &speedY, SHADER_UNIFORM_FLOAT);
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float seconds = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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// -------------------------------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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seconds += GetFrameTime();
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SetShaderValue(shader, secondsLoc, &seconds, SHADER_UNIFORM_FLOAT);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginShaderMode(shader);
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DrawTexture(texture, 0, 0, WHITE);
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DrawTexture(texture, texture.width, 0, WHITE);
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EndShaderMode();
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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UnloadTexture(texture); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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