/******************************************************************************************* * * 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) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves"); // Load texture texture to apply shaders Texture2D texture = LoadTexture("resources/space.png"); // Load shader and setup location points and values Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); 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"); // 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; 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, &X, UNIFORM_FLOAT); SetShaderValue(shader, ampYLoc, &Y, UNIFORM_FLOAT); SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT); SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT); float seconds = 0.0f; SetTargetFPS(60); // Set our game to run at 60 frames-per-second // ------------------------------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- seconds += GetFrameTime(); SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginShaderMode(shader); DrawTexture(texture, 0, 0, WHITE); DrawTexture(texture, texture.width, 0, WHITE); EndShaderMode(); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); // Unload shader UnloadTexture(texture); // Unload texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }