mirror of https://github.com/mode777/rayjs.git
102 lines
4.1 KiB
C
102 lines
4.1 KiB
C
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/*******************************************************************************************
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*
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* raylib [shaders] example - Apply an shdrOutline to a 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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* Example originally created with raylib 4.0, last time updated with raylib 4.0
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*
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* Example contributed by Samuel Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2021-2023 Samuel SKiff (@GoldenThumbs) 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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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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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 - Apply an outline to a texture");
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Texture2D texture = LoadTexture("resources/fudesumi.png");
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Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
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float outlineSize = 2.0f;
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float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; // Normalized RED color
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float textureSize[2] = { (float)texture.width, (float)texture.height };
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// Get shader locations
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int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
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int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
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int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
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// Set shader values (they can be changed later)
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SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4);
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SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2);
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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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outlineSize += GetMouseWheelMove();
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if (outlineSize < 1.0f) outlineSize = 1.0f;
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SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, 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(shdrOutline);
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DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE);
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EndShaderMode();
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DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY);
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DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON);
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DrawFPS(710, 10);
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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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UnloadTexture(texture);
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UnloadShader(shdrOutline);
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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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