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+/*******************************************************************************************
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+*
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+* raylib [shaders] example - Texture Waves
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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 2.5 (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) 2019 Anata (creator) and Ramon Santamaria (review) (@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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+// -------------------------------------------------------------------------------------------------------------
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+// Main Entry point
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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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+ const int screenWidth = 800;
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+ const int screenHeight = 450;
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+
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+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
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+
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+ // Load space texture to apply shaders
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+ Texture2D space = LoadTexture("resources/space.png");
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+
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+ // Load shader and setup location points and values
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+ Shader wave = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
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+
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+ float screenSizeLoc = GetShaderLocation(wave, "size");
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+ float secondsLoc = GetShaderLocation(wave, "secondes");
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+ float freqXLoc = GetShaderLocation(wave, "freqX");
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+ float freqYLoc = GetShaderLocation(wave, "freqY");
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+ float ampXLoc = GetShaderLocation(wave, "ampX");
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+ float ampYLoc = GetShaderLocation(wave, "ampY");
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+ float speedXLoc = GetShaderLocation(wave, "speedX");
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+ float speedYLoc = GetShaderLocation(wave, "speedY");
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+
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+ float screenSize[2] = { 800, 450 };
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+
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+ // Shader uniform values that can be updated at any time
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+ float freqX = 25.0f;
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+ float freqY = 25.0f;
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+ float ampX = 5.0f;
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+ float ampY = 5.0f;
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+ float speedX = 8.0f;
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+ float speedY = 8.0f;
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+
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+ SetShaderValue(wave, screenSizeLoc, &screenSize, UNIFORM_VEC2);
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+ SetShaderValue(wave, freqXLoc, &freqX, UNIFORM_FLOAT);
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+ SetShaderValue(wave, freqYLoc, &freqY, UNIFORM_FLOAT);
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+ SetShaderValue(wave, ampXLoc, &X, UNIFORM_FLOAT);
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+ SetShaderValue(wave, ampYLoc, &Y, UNIFORM_FLOAT);
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+ SetShaderValue(wave, speedXLoc, &speedX, UNIFORM_FLOAT);
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+ SetShaderValue(wave, speedYLoc, &speedY, UNIFORM_FLOAT);
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+
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+ float seconds = 0.0f;
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+
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+ SetTargetFPS(60);
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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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+ seconds += GetFrameTime();
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+
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+ SetShaderValue(wave, secondsLoc, &seconds, UNIFORM_FLOAT);
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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(wave);
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+
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+ DrawTexture(space, 0, 0, WHITE);
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+ DrawTexture(space, space.width, 0, WHITE);
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+
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+ EndShaderMode();
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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(wave); // Unload shader
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+ UnloadTexture(space); // Unload texture
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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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