mirror of https://github.com/mode777/rayjs.git
110 lines
4.6 KiB
C
110 lines
4.6 KiB
C
|
/*******************************************************************************************
|
||
|
*
|
||
|
* 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) 2020-2023 Ramon Santamaria (@raysan5)
|
||
|
*
|
||
|
********************************************************************************************/
|
||
|
|
||
|
#include "raylib.h"
|
||
|
|
||
|
#if defined(PLATFORM_DESKTOP)
|
||
|
#define GLSL_VERSION 330
|
||
|
#else // PLATFORM_RPI, 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;
|
||
|
}
|