raylib/examples/shaders/shaders_texture_waves.c
Ray 01e28263be WARNING: VERY BREAKING CHANGE: Renamed some enum values for consistency
Some enums values have been renamed to be more consistent and also provide a more detailed description:
 - ShaderLocationIndex:    LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION
 - ShaderUniformDataType:  UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2
 - MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO
 - PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
2021-03-14 11:05:51 +01:00

111 lines
4.4 KiB
C

/*******************************************************************************************
*
* 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, TextFormat("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, SHADER_UNIFORM_VEC2);
SetShaderValue(shader, freqXLoc, &freqX, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, freqYLoc, &freqY, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, ampXLoc, &ampX, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, ampYLoc, &ampY, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, speedYLoc, &speedY, SHADER_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, SHADER_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;
}