raylib/examples/shaders/shaders_texture_drawing.c

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/*******************************************************************************************
*
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* raylib [textures] example - Texture drawing
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*
* This example illustrates how to draw on a blank texture using a shader
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Michał Ciesielski and reviewed by Ramon Santamaria (@raysan5)
*
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* Copyright (c) 2019 Michał Ciesielski and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
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int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
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Image imBlank = GenImageColor(1024, 1024, BLANK);
Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
UnloadImage(imBlank);
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION));
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float time = 0.0f;
int timeLoc = GetShaderLocation(shader, "uTime");
SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
time = GetTime();
SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(shader); // Enable our custom shader for next shapes/textures drawings
DrawTexture(texture, 0, 0, WHITE); // Drawing BLANK texture, all magic happens on shader
EndShaderMode(); // Disable our custom shader, return to default shader
DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}