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+/*******************************************************************************************
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+*
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+* raylib [shaders] example - Apply a shader to some shape or 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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+* 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 1.3 (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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+#include <stdio.h>
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+#include <stdlib.h>
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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 - shapes and texture shaders");
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+
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+ Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png");
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+
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+ // NOTE: This shader is a bit different than model/postprocessing shaders,
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+ // it requires the color data for every vertice to use it in every shape or texture independently
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+ Shader shader = LoadShader("resources/shaders/shapes_base.vs",
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+ "resources/shaders/shapes_grayscale.fs");
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+
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+ // Shader usage is also different than models/postprocessing, shader is just activated when required
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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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+ // TODO: Update your variables here
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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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+ // Start drawing with default shader
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+
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+ DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
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+
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+ DrawCircle(80, 120, 35, DARKBLUE);
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+ DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
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+ DrawCircleLines(80, 340, 80, DARKBLUE);
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+
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+
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+ // Activate our custom shader to be applied on next shapes/textures drawings
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+ SetCustomShader(shader);
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+
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+ DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
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+
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+ DrawRectangle(250 - 60, 90, 120, 60, RED);
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+ DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD);
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+ DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
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+
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+ // Activate our default shader for next drawings
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+ SetDefaultShader();
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+
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+ DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
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+
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+ DrawTriangle((Vector2){430, 80},
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+ (Vector2){430 - 60, 150},
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+ (Vector2){430 + 60, 150}, VIOLET);
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+
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+ DrawTriangleLines((Vector2){430, 160},
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+ (Vector2){430 - 20, 230},
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+ (Vector2){430 + 20, 230}, DARKBLUE);
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+
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+ DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
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+
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+ // Activate our custom shader to be applied on next shapes/textures drawings
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+ SetCustomShader(shader);
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+
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+ DrawTexture(sonic, 380, -10, WHITE); // Using custom shader
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+
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+ // Activate our default shader for next drawings
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+ SetDefaultShader();
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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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+ UnloadTexture(sonic); // 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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