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+/*******************************************************************************************
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+*
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+* raylib [shaders] example - Apply a postprocessing shader to a scene
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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.x (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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+
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+#include "raylib.h"
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+
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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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+#define MAX_PALETTES 3
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+#define COLORS_PER_PALETTE 8
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+#define VALUES_PER_COLOR 3
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+
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+static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE * VALUES_PER_COLOR] = {
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+ {
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+ 0, 0, 0,
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+ 255, 0, 0,
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+ 0, 255, 0,
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+ 0, 0, 255,
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+ 0, 255, 255,
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+ 255, 0, 255,
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+ 255, 255, 0,
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+ 255, 255, 255,
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+ },
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+ {
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+ 4, 12, 6,
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+ 17, 35, 24,
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+ 30, 58, 41,
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+ 48, 93, 66,
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+ 77, 128, 97,
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+ 137, 162, 87,
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+ 190, 220, 127,
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+ 238, 255, 204,
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+ },
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+ {
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+ 21, 25, 26,
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+ 138, 76, 88,
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+ 217, 98, 117,
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+ 230, 184, 193,
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+ 69, 107, 115,
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+ 75, 151, 166,
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+ 165, 189, 194,
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+ 255, 245, 247,
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+ }
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+};
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+
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+static const char *paletteText[] = {
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+ "3-BIT RGB",
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+ "AMMO-8 (GameBoy-like)",
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+ "RKBV (2-strip film)"
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+};
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+
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+int main()
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+{
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+ // Initialization
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+ //--------------------------------------------------------------------------------------
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+ int screenWidth = 800;
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+ int screenHeight = 450;
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+
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+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette-switch shader");
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+
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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, FormatText("resources/shaders/glsl%i/palette-switch.fs", GLSL_VERSION));
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+
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+ // Get variable (uniform) location on the shader to connect with the program
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+ // NOTE: If uniform variable could not be found in the shader, function returns -1
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+ int paletteLoc = GetShaderLocation(shader, "palette");
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+
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+ // Initial index not set, will be automatically bounded below.
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+ int currentPalette = -1;
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+
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+ //--------------------------------------------------------------------------------------
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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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+ int paletteIndex = currentPalette;
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+ if (IsKeyPressed(KEY_RIGHT)) paletteIndex++;
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+ else if (IsKeyPressed(KEY_LEFT)) paletteIndex--;
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+
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+ if (paletteIndex >= MAX_PALETTES) paletteIndex = 0;
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+ else if (paletteIndex < 0) paletteIndex = MAX_PALETTES - 1;
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+
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+ // Send new value to the shader to be used on drawing.
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+ // Note that we are sending RGB triplets w/o the alpha channel *only* if the current
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+ // palette index has changed (in order to save performances).
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+ if (currentPalette != paletteIndex) {
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+ currentPalette = paletteIndex;
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+ SetShaderValueArrayi(shader, paletteLoc, palettes[currentPalette], VALUES_PER_COLOR, COLORS_PER_PALETTE);
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+ }
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+ //----------------------------------------------------------------------------------
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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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+
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+ ClearBackground(RAYWHITE);
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+
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+ BeginShaderMode(shader);
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+
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+ // Draw horizontal screen-wide rectangles with increasing "palette index".
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+ // The used palette index is encoded in the RGB components of the pixel.
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+ int linesPerRectangle = screenHeight / COLORS_PER_PALETTE;
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+ int leftover = screenHeight % COLORS_PER_PALETTE;
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+ int y = 0;
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+
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+ for (int i = 0; i < COLORS_PER_PALETTE; ++i) {
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+ int height = linesPerRectangle;
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+ if (leftover > 0) {
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+ height += 1;
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+ leftover -= 1;
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+ }
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+
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+ DrawRectangle(0, y, screenWidth, height, CLITERAL{ i, i, i, 255 });
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+
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+ y += height;
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+ }
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+
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+ EndShaderMode();
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+
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+ DrawText("CURRENT PALETTE:", 10, 15, 20, RAYWHITE);
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+ DrawText(paletteText[currentPalette], 240, 15, 20, RED);
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+ DrawText("< >", 540, 10, 30, DARKBLUE);
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+
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+ DrawFPS(700, 15);
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+
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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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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+
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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