18e9784c6d
* Remove PLATFORM_RPI * remove build artifacts --------- Co-authored-by: MichaelFiber <michael@cubeofb.org> Co-authored-by: Ray <raysan5@gmail.com>
103 lines
4.1 KiB
C
103 lines
4.1 KiB
C
/*******************************************************************************************
|
|
*
|
|
* 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;
|
|
}
|