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- /*******************************************************************************************
- *
- * raylib [shaders] example - Sieve of Eratosthenes
- *
- * Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve.
- *
- * "Sift the twos and sift the threes,
- * The Sieve of Eratosthenes.
- * When the multiples sublime,
- * the numbers that are left are prime."
- *
- * 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).
- *
- * This example has been created using raylib 2.5 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Example contributed by ProfJski and reviewed by Ramon Santamaria (@raysan5)
- *
- * Copyright (c) 2019 ProfJski and 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
-
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes");
-
- RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
-
- // Load Eratosthenes shader
- // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
- Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION));
-
- 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
- //----------------------------------------------------------------------------------
- // Nothing to do here, everything is happening in the shader
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginTextureMode(target); // Enable drawing to texture
- ClearBackground(BLACK); // Clear the render texture
-
- // Draw a rectangle in shader mode to be used as shader canvas
- // NOTE: Rectangle uses font white character texture coordinates,
- // so shader can not be applied here directly because input vertexTexCoord
- // do not represent full screen coordinates (space where want to apply shader)
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
- EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
-
- BeginShaderMode(shader);
- // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
- DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
- EndShaderMode();
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
- UnloadRenderTexture(target); // Unload texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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