/******************************************************************************************* * * raylib [shaders] example - Sieve of Eratosthenes * * Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve. * * "Sift the twos and sift the threes, * The Sieve of Eratosthenes. * When the multiples sublime, * the numbers that are left are prime." * * 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). * * 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 ProfJski and reviewed by Ramon Santamaria (@raysan5) * * Copyright (c) 2019 ProfJski 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 - Sieve of Eratosthenes"); RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); // Load Eratosthenes shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION)); 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 //---------------------------------------------------------------------------------- // Nothing to do here, everything is happening in the shader //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginTextureMode(target); // Enable drawing to texture ClearBackground(BLACK); // Clear the render texture // Draw a rectangle in shader mode to be used as shader canvas // NOTE: Rectangle uses font white character texture coordinates, // so shader can not be applied here directly because input vertexTexCoord // do not represent full screen coordinates (space where want to apply shader) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK); EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader) BeginShaderMode(shader); // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE); EndShaderMode(); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); // Unload shader UnloadRenderTexture(target); // Unload texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }