Replaced some images and updated examples
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examples/shaders/resources/fudesumi.png
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@ -9,7 +9,7 @@
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* 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)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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@ -18,9 +18,6 @@
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#include "raylib.h"
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#include <stdio.h>
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#include <stdlib.h>
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int main()
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{
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// Initialization
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@ -30,14 +27,12 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
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Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png");
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Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
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// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/grayscale.fs");
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// Shader usage is also different than models/postprocessing, shader is just activated when required
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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@ -91,21 +86,23 @@ int main()
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// Activate our custom shader to be applied on next shapes/textures drawings
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BeginShaderMode(shader);
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DrawTexture(sonic, 380, -10, WHITE); // Using custom shader
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DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
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// Activate our default shader for next drawings
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EndShaderMode();
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DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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UnloadTexture(sonic); // Unload texture
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UnloadShader(shader); // Unload shader
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UnloadTexture(fudesumi); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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Before Width: | Height: | Size: 108 KiB After Width: | Height: | Size: 164 KiB |
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examples/textures/resources/fudesumi.png
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examples/textures/resources/fudesumi.raw
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@ -27,9 +27,9 @@ int main()
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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// Load RAW image data (512x512, 32bit RGBA, no file header)
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Image sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, UNCOMPRESSED_R8G8B8A8, 0);
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Texture2D sonic = LoadTextureFromImage(sonicRaw); // Upload CPU (RAM) image to GPU (VRAM)
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UnloadImage(sonicRaw); // Unload CPU (RAM) image data
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Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, UNCOMPRESSED_R8G8B8A8, 0);
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Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
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UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
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// Generate a checked texture by code (1024x1024 pixels)
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int width = 1024;
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@ -42,8 +42,8 @@ int main()
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{
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for (int x = 0; x < width; x++)
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{
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if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = DARKBLUE;
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else pixels[y*height + x] = SKYBLUE;
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if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = ORANGE;
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else pixels[y*height + x] = GOLD;
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}
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}
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@ -70,12 +70,14 @@ int main()
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ClearBackground(RAYWHITE);
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DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.3f));
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DrawTexture(sonic, 330, -20, WHITE);
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DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.5f));
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DrawTexture(fudesumi, 430, -30, WHITE);
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DrawText("CHECKED TEXTURE ", 84, 100, 30, DARKBLUE);
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DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE);
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DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE);
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DrawText("CHECKED TEXTURE ", 84, 100, 30, BROWN);
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DrawText("GENERATED by CODE", 72, 164, 30, BROWN);
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DrawText("and RAW IMAGE LOADING", 46, 226, 30, BROWN);
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DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -83,7 +85,7 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(sonic); // Texture unloading
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UnloadTexture(fudesumi); // Texture unloading
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UnloadTexture(checked); // Texture unloading
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CloseWindow(); // Close window and OpenGL context
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@ -21,10 +21,10 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture2D guybrush = LoadTexture("resources/guybrush.png"); // Texture loading
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Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
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int frameWidth = guybrush.width/7;
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int frameHeight = guybrush.height;
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int frameWidth = scarfy.width/6;
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int frameHeight = scarfy.height;
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// NOTE: Source rectangle (part of the texture to use for drawing)
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Rectangle sourceRec = { 0, 0, frameWidth, frameHeight };
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@ -59,10 +59,12 @@ int main()
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// destRec defines the rectangle where our texture part will fit (scaling it to fit)
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// origin defines the point of the texture used as reference for rotation and scaling
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// rotation defines the texture rotation (using origin as rotation point)
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DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE);
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DrawTexturePro(scarfy, sourceRec, destRec, origin, rotation, WHITE);
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DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);
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DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY);
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DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -70,7 +72,7 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(guybrush); // Texture unloading
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UnloadTexture(scarfy); // Texture unloading
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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