/******************************************************************************************* * * raylib [shaders] example - Apply an shdrOutline to a 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. * * Example originally created with raylib 4.0, last time updated with raylib 4.0 * * Example contributed by Samuel Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2021-2023 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture"); Texture2D texture = LoadTexture("resources/fudesumi.png"); Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION)); float outlineSize = 2.0f; float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; // Normalized RED color float textureSize[2] = { (float)texture.width, (float)texture.height }; // Get shader locations int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize"); int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor"); int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize"); // Set shader values (they can be changed later) SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT); SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4); SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2); 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 //---------------------------------------------------------------------------------- outlineSize += GetMouseWheelMove(); if (outlineSize < 1.0f) outlineSize = 1.0f; SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginShaderMode(shdrOutline); DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE); EndShaderMode(); DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY); DrawText("Scroll mouse wheel to\nchange outline size", 10, 72, 20, GRAY); DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON); DrawFPS(710, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(texture); UnloadShader(shdrOutline); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }