- /*******************************************************************************************
- *
- * raylib [textures] example - Texture drawing
- *
- * NOTE: This example illustrates how to draw into a blank texture using a shader
- *
- * Example originally created with raylib 2.0, last time updated with raylib 3.7
- *
- * Example contributed by Michał Ciesielski 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) 2019-2024 Michał Ciesielski 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 - texture drawing");
-
- Image imBlank = GenImageColor(1024, 1024, BLANK);
- Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
- UnloadImage(imBlank);
-
- // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
- Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION));
-
- float time = 0.0f;
- int timeLoc = GetShaderLocation(shader, "uTime");
- SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
-
- 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
- //----------------------------------------------------------------------------------
- time = (float)GetTime();
- SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginShaderMode(shader); // Enable our custom shader for next shapes/textures drawings
- DrawTexture(texture, 0, 0, WHITE); // Drawing BLANK texture, all magic happens on shader
- EndShaderMode(); // Disable our custom shader, return to default shader
-
- DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader);
- UnloadTexture(texture);
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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