- /*******************************************************************************************
- *
- * raylib [shaders] example - Apply an shdrOutline to a texture
- *
- * 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.
- *
- * Example originally created with raylib 4.0, last time updated with raylib 4.0
- *
- * Example contributed by Samuel Skiff (@GoldenThumbs) 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) 2021-2024 Samuel SKiff (@GoldenThumbs) 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 - Apply an outline to a texture");
-
- Texture2D texture = LoadTexture("resources/fudesumi.png");
-
- Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
-
- float outlineSize = 2.0f;
- float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; // Normalized RED color
- float textureSize[2] = { (float)texture.width, (float)texture.height };
-
- // Get shader locations
- int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
- int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
- int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
-
- // Set shader values (they can be changed later)
- SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
- SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4);
- SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2);
-
- 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
- //----------------------------------------------------------------------------------
- outlineSize += GetMouseWheelMove();
- if (outlineSize < 1.0f) outlineSize = 1.0f;
-
- SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginShaderMode(shdrOutline);
-
- DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE);
-
- EndShaderMode();
-
- DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY);
- DrawText("Scroll mouse wheel to\nchange outline size", 10, 72, 20, GRAY);
- DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON);
-
- DrawFPS(710, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(texture);
- UnloadShader(shdrOutline);
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
|