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- /*******************************************************************************************
- *
- * raylib [shaders] example - Multiple sample2D with default batch system
- *
- * 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 3.5, last time updated with raylib 3.5
- *
- * 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) 2020-2024 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 - multiple sample2D");
-
- Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
- Texture texRed = LoadTextureFromImage(imRed);
- UnloadImage(imRed);
-
- Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 });
- Texture texBlue = LoadTextureFromImage(imBlue);
- UnloadImage(imBlue);
-
- Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION));
-
- // Get an additional sampler2D location to be enabled on drawing
- int texBlueLoc = GetShaderLocation(shader, "texture1");
-
- // Get shader uniform for divider
- int dividerLoc = GetShaderLocation(shader, "divider");
- float dividerValue = 0.5f;
-
- 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 (IsKeyDown(KEY_RIGHT)) dividerValue += 0.01f;
- else if (IsKeyDown(KEY_LEFT)) dividerValue -= 0.01f;
-
- if (dividerValue < 0.0f) dividerValue = 0.0f;
- else if (dividerValue > 1.0f) dividerValue = 1.0f;
-
- SetShaderValue(shader, dividerLoc, ÷rValue, SHADER_UNIFORM_FLOAT);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginShaderMode(shader);
-
- // WARNING: Additional samplers are enabled for all draw calls in the batch,
- // EndShaderMode() forces batch drawing and consequently resets active textures
- // to let other sampler2D to be activated on consequent drawings (if required)
- SetShaderValueTexture(shader, texBlueLoc, texBlue);
-
- // We are drawing texRed using default sampler2D texture0 but
- // an additional texture units is enabled for texBlue (sampler2D texture1)
- DrawTexture(texRed, 0, 0, WHITE);
-
- EndShaderMode();
-
- DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
- UnloadTexture(texRed); // Unload texture
- UnloadTexture(texBlue); // Unload texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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