raylib/examples/shaders/shaders_palette_switch.c

162 lines
5.9 KiB
C

/*******************************************************************************************
*
* raylib [shaders] example - Apply a postprocessing shader to a scene
*
* 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.x (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 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
#define MAX_PALETTES 3
#define COLORS_PER_PALETTE 8
#define VALUES_PER_COLOR 3
static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE * VALUES_PER_COLOR] = {
{
0, 0, 0,
255, 0, 0,
0, 255, 0,
0, 0, 255,
0, 255, 255,
255, 0, 255,
255, 255, 0,
255, 255, 255,
},
{
4, 12, 6,
17, 35, 24,
30, 58, 41,
48, 93, 66,
77, 128, 97,
137, 162, 87,
190, 220, 127,
238, 255, 204,
},
{
21, 25, 26,
138, 76, 88,
217, 98, 117,
230, 184, 193,
69, 107, 115,
75, 151, 166,
165, 189, 194,
255, 245, 247,
}
};
static const char *paletteText[] = {
"3-BIT RGB",
"AMMO-8 (GameBoy-like)",
"RKBV (2-strip film)"
};
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette-switch shader");
// Load shader to be used on some parts drawing
// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette-switch.fs", GLSL_VERSION));
// Get variable (uniform) location on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
int paletteLoc = GetShaderLocation(shader, "palette");
// Initial index not set, will be automatically bounded below.
int currentPalette = -1;
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
//----------------------------------------------------------------------------------
int paletteIndex = currentPalette;
if (IsKeyPressed(KEY_RIGHT)) paletteIndex++;
else if (IsKeyPressed(KEY_LEFT)) paletteIndex--;
if (paletteIndex >= MAX_PALETTES) paletteIndex = 0;
else if (paletteIndex < 0) paletteIndex = MAX_PALETTES - 1;
// Send new value to the shader to be used on drawing.
// Note that we are sending RGB triplets w/o the alpha channel *only* if the current
// palette index has changed (in order to save performances).
if (currentPalette != paletteIndex) {
currentPalette = paletteIndex;
SetShaderValueArrayi(shader, paletteLoc, palettes[currentPalette], VALUES_PER_COLOR, COLORS_PER_PALETTE);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(shader);
// Draw horizontal screen-wide rectangles with increasing "palette index".
// The used palette index is encoded in the RGB components of the pixel.
int linesPerRectangle = screenHeight / COLORS_PER_PALETTE;
int leftover = screenHeight % COLORS_PER_PALETTE;
int y = 0;
for (int i = 0; i < COLORS_PER_PALETTE; ++i) {
int height = linesPerRectangle;
if (leftover > 0) {
height += 1;
leftover -= 1;
}
DrawRectangle(0, y, screenWidth, height, CLITERAL{ i, i, i, 255 });
y += height;
}
EndShaderMode();
DrawText("CURRENT PALETTE:", 10, 15, 20, RAYWHITE);
DrawText(paletteText[currentPalette], 240, 15, 20, RED);
DrawText("< >", 540, 10, 30, DARKBLUE);
DrawFPS(700, 15);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}