raylib/examples/shaders/shaders_texture_waves.c

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/*******************************************************************************************
*
* 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)
*
* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
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*
********************************************************************************************/
#include "raylib.h"
#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(void)
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{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
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// Load texture texture to apply shaders
Texture2D texture = LoadTexture("resources/space.png");
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// Load shader and setup location points and values
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
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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");
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// Shader uniform values that can be updated at any time
float freqX = 25.0f;
float freqY = 25.0f;
float ampX = 5.0f;
float ampY = 5.0f;
float speedX = 8.0f;
float speedY = 8.0f;
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float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
SetShaderValue(shader, ampXLoc, &ampX, UNIFORM_FLOAT);
SetShaderValue(shader, ampYLoc, &ampY, UNIFORM_FLOAT);
SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
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float seconds = 0.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
// -------------------------------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
// Update
//----------------------------------------------------------------------------------
seconds += GetFrameTime();
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SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
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//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginShaderMode(shader);
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DrawTexture(texture, 0, 0, WHITE);
DrawTexture(texture, texture.width, 0, WHITE);
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EndShaderMode();
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EndDrawing();
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//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
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CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
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return 0;
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}