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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: "???"
105 lines
4.3 KiB
C
105 lines
4.3 KiB
C
/*******************************************************************************************
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*
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* raylib [shaders] example - Multiple sample2D with default batch system
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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 3.5 (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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* Copyright (c) 2020 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 - multiple sample2D");
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Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
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Texture texRed = LoadTextureFromImage(imRed);
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UnloadImage(imRed);
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Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 });
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Texture texBlue = LoadTextureFromImage(imBlue);
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UnloadImage(imBlue);
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION));
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// Get an additional sampler2D location to be enabled on drawing
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int texBlueLoc = GetShaderLocation(shader, "texture1");
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// Get shader uniform for divider
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int dividerLoc = GetShaderLocation(shader, "divider");
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float dividerValue = 0.5f;
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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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if (IsKeyDown(KEY_RIGHT)) dividerValue += 0.01f;
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else if (IsKeyDown(KEY_LEFT)) dividerValue -= 0.01f;
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if (dividerValue < 0.0f) dividerValue = 0.0f;
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else if (dividerValue > 1.0f) dividerValue = 1.0f;
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SetShaderValue(shader, dividerLoc, ÷rValue, 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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// WARNING: Additional samplers are enabled for all draw calls in the batch,
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// EndShaderMode() forces batch drawing and consequently resets active textures
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// to let other sampler2D to be activated on consequent drawings (if required)
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SetShaderValueTexture(shader, texBlueLoc, texBlue);
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// We are drawing texRed using default sampler2D texture0 but
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// an additional texture units is enabled for texBlue (sampler2D texture1)
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DrawTexture(texRed, 0, 0, WHITE);
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EndShaderMode();
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DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE);
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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(texRed); // Unload texture
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UnloadTexture(texBlue); // 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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} |