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- /*******************************************************************************************
- *
- * raylib [shaders] example - Apply a shader to some shape or texture (adapted for HTML5 platform)
- *
- * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
- * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
- *
- * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
- * on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
- * raylib comes with shaders ready for both versions, check raylib/shaders install folder
- *
- * This example has been created using raylib 1.3 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Copyright (c) 2015 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #if defined(PLATFORM_WEB)
- #include <emscripten/emscripten.h>
- #endif
- //----------------------------------------------------------------------------------
- // Global Variables Definition
- //----------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
- Texture2D fudesumi;
- Shader shader;
- //----------------------------------------------------------------------------------
- // Module Functions Declaration
- //----------------------------------------------------------------------------------
- void UpdateDrawFrame(void); // Update and Draw one frame
- //----------------------------------------------------------------------------------
- // Main Enry Point
- //----------------------------------------------------------------------------------
- int main()
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
-
- fudesumi = LoadTexture("resources/fudesumi.png");
- // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
- shader = LoadShader("resources/shaders/glsl100/base.vs",
- "resources/shaders/glsl100/grayscale.fs");
-
- // Shader usage is also different than models/postprocessing, shader is just activated when required
-
- #if defined(PLATFORM_WEB)
- emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
- #else
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- UpdateDrawFrame();
- }
- #endif
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
- UnloadTexture(fudesumi); // Unload texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
- //----------------------------------------------------------------------------------
- // Module Functions Definition
- //----------------------------------------------------------------------------------
- void UpdateDrawFrame(void)
- {
- // Update
- //----------------------------------------------------------------------------------
- // TODO: Update your variables here
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
-
- // Start drawing with default shader
- DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
-
- DrawCircle(80, 120, 35, DARKBLUE);
- DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
- DrawCircleLines(80, 340, 80, DARKBLUE);
-
- // Activate our custom shader to be applied on next shapes/textures drawings
- BeginShaderMode(shader);
-
- DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
- DrawRectangle(250 - 60, 90, 120, 60, RED);
- DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD);
- DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
- // Activate our default shader for next drawings
- EndShaderMode();
-
- DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
-
- DrawTriangle((Vector2){430, 80},
- (Vector2){430 - 60, 150},
- (Vector2){430 + 60, 150}, VIOLET);
-
- DrawTriangleLines((Vector2){430, 160},
- (Vector2){430 - 20, 230},
- (Vector2){430 + 20, 230}, DARKBLUE);
- DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
-
- // Activate our custom shader to be applied on next shapes/textures drawings
- BeginShaderMode(shader);
- DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
-
- // Activate our default shader for next drawings
- EndShaderMode();
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
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