18e9784c6d
* Remove PLATFORM_RPI * remove build artifacts --------- Co-authored-by: MichaelFiber <michael@cubeofb.org> Co-authored-by: Ray <raysan5@gmail.com>
86 lines
3.5 KiB
C
86 lines
3.5 KiB
C
/*******************************************************************************************
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*
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* raylib [textures] example - Texture drawing
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*
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* NOTE: This example illustrates how to draw into a blank texture using a shader
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*
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* Example originally created with raylib 2.0, last time updated with raylib 3.7
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*
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* Example contributed by Michał Ciesielski and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2023 Michał Ciesielski and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
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Image imBlank = GenImageColor(1024, 1024, BLANK);
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Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
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UnloadImage(imBlank);
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// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION));
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float time = 0.0f;
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int timeLoc = GetShaderLocation(shader, "uTime");
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SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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// -------------------------------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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time = (float)GetTime();
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SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginShaderMode(shader); // Enable our custom shader for next shapes/textures drawings
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DrawTexture(texture, 0, 0, WHITE); // Drawing BLANK texture, all magic happens on shader
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EndShaderMode(); // Disable our custom shader, return to default shader
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DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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