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- /*******************************************************************************************
- *
- * raylib [shaders] example - Color palette switch
- *
- * 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
- *
- * This example has been created using raylib 2.3 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Example contributed by Marco Lizza (@MarcoLizza) and reviewed by Ramon Santamaria (@raysan5)
- *
- * Copyright (c) 2019 Marco Lizza (@MarcoLizza) 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
-
- #define MAX_PALETTES 3
- #define COLORS_PER_PALETTE 8
- #define VALUES_PER_COLOR 3
-
- static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = {
- { // 3-BIT RGB
- 0, 0, 0,
- 255, 0, 0,
- 0, 255, 0,
- 0, 0, 255,
- 0, 255, 255,
- 255, 0, 255,
- 255, 255, 0,
- 255, 255, 255,
- },
- { // AMMO-8 (GameBoy-like)
- 4, 12, 6,
- 17, 35, 24,
- 30, 58, 41,
- 48, 93, 66,
- 77, 128, 97,
- 137, 162, 87,
- 190, 220, 127,
- 238, 255, 204,
- },
- { // RKBV (2-strip film)
- 21, 25, 26,
- 138, 76, 88,
- 217, 98, 117,
- 230, 184, 193,
- 69, 107, 115,
- 75, 151, 166,
- 165, 189, 194,
- 255, 245, 247,
- }
- };
-
- static const char *paletteText[] = {
- "3-BIT RGB",
- "AMMO-8 (GameBoy-like)",
- "RKBV (2-strip film)"
- };
-
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch");
-
- // Load shader to be used on some parts drawing
- // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
- // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
- Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION));
-
- // Get variable (uniform) location on the shader to connect with the program
- // NOTE: If uniform variable could not be found in the shader, function returns -1
- int paletteLoc = GetShaderLocation(shader, "palette");
-
- int currentPalette = 0;
- int lineHeight = screenHeight/COLORS_PER_PALETTE;
-
- 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
- //----------------------------------------------------------------------------------
- if (IsKeyPressed(KEY_RIGHT)) currentPalette++;
- else if (IsKeyPressed(KEY_LEFT)) currentPalette--;
-
- if (currentPalette >= MAX_PALETTES) currentPalette = 0;
- else if (currentPalette < 0) currentPalette = MAX_PALETTES - 1;
-
- // Send new value to the shader to be used on drawing.
- // NOTE: We are sending RGB triplets w/o the alpha channel
- SetShaderValueV(shader, paletteLoc, palettes[currentPalette], UNIFORM_IVEC3, COLORS_PER_PALETTE);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginShaderMode(shader);
-
- for (int i = 0; i < COLORS_PER_PALETTE; i++)
- {
- // Draw horizontal screen-wide rectangles with increasing "palette index"
- // The used palette index is encoded in the RGB components of the pixel
- DrawRectangle(0, lineHeight*i, GetScreenWidth(), lineHeight, (Color){ i, i, i, 255 });
- }
-
- EndShaderMode();
-
- DrawText("< >", 10, 10, 30, DARKBLUE);
- DrawText("CURRENT PALETTE:", 60, 15, 20, RAYWHITE);
- DrawText(paletteText[currentPalette], 300, 15, 20, RED);
-
- DrawFPS(700, 15);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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