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+/*******************************************************************************************
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+*
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+* raylib [shaders] example - Sieve of Eratosthenes
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+*
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+* Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve.
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+*
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+* "Sift the twos and sift the threes,
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+* The Sieve of Eratosthenes.
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+* When the multiples sublime,
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+* the numbers that are left are prime."
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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).
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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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+* Example contributed by ProfJski and reviewed by Ramon Santamaria (@raysan5)
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+*
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+* Copyright (c) 2019 ProfJski and 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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+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 - Sieve of Eratosthenes");
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+
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+ RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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+
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+ // Load Eratosthenes shader
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+ // NOTE: 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/eratosthenes.fs", GLSL_VERSION));
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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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+ // Nothing to do here, everything is happening in the shader
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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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+ BeginTextureMode(target); // Enable drawing to texture
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+ ClearBackground(BLACK); // Clear the render texture
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+
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+ // Draw a rectangle in shader mode to be used as shader canvas
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+ // NOTE: Rectangle uses font white character texture coordinates,
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+ // so shader can not be applied here directly because input vertexTexCoord
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+ // do not represent full screen coordinates (space where want to apply shader)
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+ DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
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+ EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
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+
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+ BeginShaderMode(shader);
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+ // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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+ DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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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(shader); // Unload shader
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+ UnloadRenderTexture(target); // 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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