/******************************************************************************************* * * 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) * * Copyright (c) 2019 Anata (creator) and Ramon Santamaria (review) (@raysan5) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif // ------------------------------------------------------------------------------------------------------------- // Main Entry point // ------------------------------------------------------------------------------------------------------------- int main() { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves"); // Load space texture to apply shaders Texture2D space = LoadTexture("resources/space.png"); // Load shader and setup location points and values Shader wave = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); float screenSizeLoc = GetShaderLocation(wave, "size"); float secondsLoc = GetShaderLocation(wave, "secondes"); float freqXLoc = GetShaderLocation(wave, "freqX"); float freqYLoc = GetShaderLocation(wave, "freqY"); float ampXLoc = GetShaderLocation(wave, "ampX"); float ampYLoc = GetShaderLocation(wave, "ampY"); float speedXLoc = GetShaderLocation(wave, "speedX"); float speedYLoc = GetShaderLocation(wave, "speedY"); float screenSize[2] = { 800, 450 }; // 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; SetShaderValue(wave, screenSizeLoc, &screenSize, UNIFORM_VEC2); SetShaderValue(wave, freqXLoc, &freqX, UNIFORM_FLOAT); SetShaderValue(wave, freqYLoc, &freqY, UNIFORM_FLOAT); SetShaderValue(wave, ampXLoc, &X, UNIFORM_FLOAT); SetShaderValue(wave, ampYLoc, &Y, UNIFORM_FLOAT); SetShaderValue(wave, speedXLoc, &speedX, UNIFORM_FLOAT); SetShaderValue(wave, speedYLoc, &speedY, UNIFORM_FLOAT); float seconds = 0.0f; SetTargetFPS(60); // ------------------------------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- seconds += GetFrameTime(); SetShaderValue(wave, secondsLoc, &seconds, UNIFORM_FLOAT); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginShaderMode(wave); DrawTexture(space, 0, 0, WHITE); DrawTexture(space, space.width, 0, WHITE); EndShaderMode(); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(wave); // Unload shader UnloadTexture(space); // Unload texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }