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@@ -5,12 +5,10 @@
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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).
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-*
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* This example has been created using raylib 3.8 (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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-* Example contributed by Samuel Skiff (@GoldenThumbs)
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+* Example contributed by Samuel Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5)
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*
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@@ -33,13 +31,23 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
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- Texture2D egg = LoadTexture("resources/egg.png");
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- Texture2D torus = LoadTexture("resources/torus.png");
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+ Texture2D texture = LoadTexture("resources/fudesumi.png");
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+
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Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
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- float outlineScale = 16.0f;
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- float textureScale[2] = { 16.0f*4, 16.0f*4 };
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- SetShaderValue(shdrOutline, GetShaderLocation(shdrOutline, "texScale"), textureScale, SHADER_UNIFORM_VEC2);
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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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+
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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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+
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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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@@ -49,7 +57,10 @@ int main(void)
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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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+ outlineSize += GetMouseWheelMove();
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+ if (outlineSize < 1.0f) outlineSize = 1.0f;
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+
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+ SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
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//----------------------------------------------------------------------------------
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// Draw
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@@ -59,11 +70,14 @@ int main(void)
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ClearBackground(RAYWHITE);
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BeginShaderMode(shdrOutline);
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- DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, outlineScale, WHITE);
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- DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, outlineScale, WHITE);
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+
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+ DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE);
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+
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EndShaderMode();
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- DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY);
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+ DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY);
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+
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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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@@ -73,8 +87,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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- UnloadTexture(egg);
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- UnloadTexture(torus);
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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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