- /*******************************************************************************************
- *
- * 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
- *
- * Example originally created with raylib 2.5, last time updated with raylib 3.7
- *
- * Example contributed by Anata (@anatagawa) 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 Anata (@anatagawa) 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 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, "seconds");
- 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, &X, SHADER_UNIFORM_FLOAT);
- SetShaderValue(shader, ampYLoc, &Y, 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;
- }
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