raylib/examples/shaders/shaders_shapes_textures.c

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/*******************************************************************************************
*
* raylib [shaders] example - Apply a shader to some shape or texture
*
* 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 1.7 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 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(void)
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{
// Initialization
//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
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Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
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// Load shader to be used on some parts drawing
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// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
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// Start drawing with default shader
DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
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DrawCircle(80, 120, 35, DARKBLUE);
DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
DrawCircleLines(80, 340, 80, DARKBLUE);
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// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
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DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
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DrawRectangle(250 - 60, 90, 120, 60, RED);
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DrawRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
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// Activate our default shader for next drawings
EndShaderMode();
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DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
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DrawTriangle((Vector2){430, 80},
(Vector2){430 - 60, 150},
(Vector2){430 + 60, 150}, VIOLET);
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DrawTriangleLines((Vector2){430, 160},
(Vector2){430 - 20, 230},
(Vector2){430 + 20, 230}, DARKBLUE);
DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
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// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
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DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
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// Activate our default shader for next drawings
EndShaderMode();
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DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
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EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(fudesumi); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
return 0;
}