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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: "???"
116 lines
4.6 KiB
C
116 lines
4.6 KiB
C
/*******************************************************************************************
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*
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* raylib [shaders] example - Apply a shader to some shape or texture
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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 1.7 (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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* Copyright (c) 2015 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 - shapes and texture shaders");
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Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
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// Load shader to be used on some parts drawing
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// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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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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// TODO: Update your variables here
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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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// Start drawing with default shader
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DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
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DrawCircle(80, 120, 35, DARKBLUE);
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DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
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DrawCircleLines(80, 340, 80, DARKBLUE);
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// Activate our custom shader to be applied on next shapes/textures drawings
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BeginShaderMode(shader);
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DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
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DrawRectangle(250 - 60, 90, 120, 60, RED);
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DrawRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD);
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DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
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// Activate our default shader for next drawings
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EndShaderMode();
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DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
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DrawTriangle((Vector2){430, 80},
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(Vector2){430 - 60, 150},
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(Vector2){430 + 60, 150}, VIOLET);
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DrawTriangleLines((Vector2){430, 160},
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(Vector2){430 - 20, 230},
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(Vector2){430 + 20, 230}, DARKBLUE);
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DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
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// Activate our custom shader to be applied on next shapes/textures drawings
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BeginShaderMode(shader);
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DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
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// Activate our default shader for next drawings
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EndShaderMode();
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DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
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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(fudesumi); // 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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} |