2019-05-14 01:07:34 +03:00
|
|
|
/*******************************************************************************************
|
|
|
|
*
|
|
|
|
* raylib [shaders] example - Texture Waves
|
|
|
|
*
|
|
|
|
* 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 2.5 (www.raylib.com)
|
|
|
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
|
|
*
|
2019-05-14 16:34:23 +03:00
|
|
|
* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
|
|
|
|
*
|
|
|
|
* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
|
2019-05-14 01:07:34 +03:00
|
|
|
*
|
|
|
|
********************************************************************************************/
|
|
|
|
|
|
|
|
#include "raylib.h"
|
|
|
|
|
|
|
|
#if defined(PLATFORM_DESKTOP)
|
|
|
|
#define GLSL_VERSION 330
|
|
|
|
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
|
|
#define GLSL_VERSION 100
|
|
|
|
#endif
|
|
|
|
|
2019-05-20 17:36:42 +03:00
|
|
|
int main(void)
|
2019-05-14 01:07:34 +03:00
|
|
|
{
|
|
|
|
// Initialization
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
const int screenWidth = 800;
|
|
|
|
const int screenHeight = 450;
|
|
|
|
|
2019-08-03 12:07:41 +03:00
|
|
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
|
|
|
|
|
2019-05-17 02:17:40 +03:00
|
|
|
// Load texture texture to apply shaders
|
2019-08-03 12:07:41 +03:00
|
|
|
Texture2D texture = LoadTexture("resources/space.png");
|
|
|
|
|
2019-05-14 01:07:34 +03:00
|
|
|
// Load shader and setup location points and values
|
2019-05-17 02:17:40 +03:00
|
|
|
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
|
2019-05-14 01:07:34 +03:00
|
|
|
|
2019-08-03 12:07:41 +03:00
|
|
|
int secondsLoc = GetShaderLocation(shader, "secondes");
|
|
|
|
int freqXLoc = GetShaderLocation(shader, "freqX");
|
|
|
|
int freqYLoc = GetShaderLocation(shader, "freqY");
|
|
|
|
int ampXLoc = GetShaderLocation(shader, "ampX");
|
|
|
|
int ampYLoc = GetShaderLocation(shader, "ampY");
|
|
|
|
int speedXLoc = GetShaderLocation(shader, "speedX");
|
|
|
|
int speedYLoc = GetShaderLocation(shader, "speedY");
|
2019-05-14 01:07:34 +03:00
|
|
|
|
|
|
|
// Shader uniform values that can be updated at any time
|
2019-08-03 12:07:41 +03:00
|
|
|
float freqX = 25.0f;
|
|
|
|
float freqY = 25.0f;
|
|
|
|
float ampX = 5.0f;
|
|
|
|
float ampY = 5.0f;
|
|
|
|
float speedX = 8.0f;
|
|
|
|
float speedY = 8.0f;
|
2019-05-14 01:07:34 +03:00
|
|
|
|
2019-05-17 02:17:40 +03:00
|
|
|
float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
|
2019-08-03 12:07:41 +03:00
|
|
|
SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
|
|
|
|
SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
|
|
|
|
SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
|
|
|
|
SetShaderValue(shader, ampXLoc, &X, UNIFORM_FLOAT);
|
|
|
|
SetShaderValue(shader, ampYLoc, &Y, UNIFORM_FLOAT);
|
|
|
|
SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
|
|
|
|
SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
|
2019-05-14 01:07:34 +03:00
|
|
|
|
2019-05-20 17:36:42 +03:00
|
|
|
float seconds = 0.0f;
|
|
|
|
|
|
|
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
|
|
// -------------------------------------------------------------------------------------------------------------
|
|
|
|
|
2019-05-14 01:07:34 +03:00
|
|
|
// Main game loop
|
2019-05-20 17:36:42 +03:00
|
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
2019-05-14 01:07:34 +03:00
|
|
|
{
|
|
|
|
// Update
|
|
|
|
//----------------------------------------------------------------------------------
|
2019-08-03 12:07:41 +03:00
|
|
|
seconds += GetFrameTime();
|
2019-05-14 01:07:34 +03:00
|
|
|
|
2019-08-03 12:07:41 +03:00
|
|
|
SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
|
2019-05-14 01:07:34 +03:00
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
// Draw
|
|
|
|
//----------------------------------------------------------------------------------
|
2019-05-20 17:36:42 +03:00
|
|
|
BeginDrawing();
|
2019-05-14 01:07:34 +03:00
|
|
|
|
2019-05-20 17:36:42 +03:00
|
|
|
ClearBackground(RAYWHITE);
|
2019-05-14 01:07:34 +03:00
|
|
|
|
2019-08-03 12:07:41 +03:00
|
|
|
BeginShaderMode(shader);
|
2019-05-14 01:07:34 +03:00
|
|
|
|
2019-08-03 12:07:41 +03:00
|
|
|
DrawTexture(texture, 0, 0, WHITE);
|
|
|
|
DrawTexture(texture, texture.width, 0, WHITE);
|
2019-05-14 01:07:34 +03:00
|
|
|
|
2019-08-03 12:07:41 +03:00
|
|
|
EndShaderMode();
|
2019-05-14 01:07:34 +03:00
|
|
|
|
2019-05-20 17:36:42 +03:00
|
|
|
EndDrawing();
|
2019-05-14 01:07:34 +03:00
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
}
|
|
|
|
|
|
|
|
// De-Initialization
|
|
|
|
//--------------------------------------------------------------------------------------
|
2019-05-17 02:17:40 +03:00
|
|
|
UnloadShader(shader); // Unload shader
|
|
|
|
UnloadTexture(texture); // Unload texture
|
2019-05-14 01:07:34 +03:00
|
|
|
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
|
2019-05-20 17:36:42 +03:00
|
|
|
return 0;
|
2019-05-14 01:07:34 +03:00
|
|
|
}
|