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/*******************************************************************************************
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* |
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* raylib [shaders] example - Apply a postprocessing shader to a scene |
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* |
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, |
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. |
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* |
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example |
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders |
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder |
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* |
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* This example has been created using raylib 2.x (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Copyright (c) 2015 Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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#define MAX_PALETTES 3
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#define COLORS_PER_PALETTE 8
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#define VALUES_PER_COLOR 3
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static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE * VALUES_PER_COLOR] = { |
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{ |
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0, 0, 0, |
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255, 0, 0, |
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0, 255, 0, |
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0, 0, 255, |
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0, 255, 255, |
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255, 0, 255, |
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255, 255, 0, |
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255, 255, 255, |
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}, |
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{ |
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4, 12, 6, |
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17, 35, 24, |
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30, 58, 41, |
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48, 93, 66, |
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77, 128, 97, |
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137, 162, 87, |
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190, 220, 127, |
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238, 255, 204, |
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}, |
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{ |
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21, 25, 26, |
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138, 76, 88, |
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217, 98, 117, |
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230, 184, 193, |
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69, 107, 115, |
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75, 151, 166, |
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165, 189, 194, |
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255, 245, 247, |
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} |
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}; |
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static const char *paletteText[] = { |
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"3-BIT RGB", |
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"AMMO-8 (GameBoy-like)", |
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"RKBV (2-strip film)" |
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}; |
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int main() |
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{ |
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800; |
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int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette-switch shader"); |
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// Load shader to be used on some parts drawing
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// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette-switch.fs", GLSL_VERSION)); |
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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int paletteLoc = GetShaderLocation(shader, "palette"); |
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// Initial index not set, will be automatically bounded below.
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int currentPalette = -1; |
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{ |
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// Update
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//----------------------------------------------------------------------------------
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int paletteIndex = currentPalette; |
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if (IsKeyPressed(KEY_RIGHT)) paletteIndex++; |
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else if (IsKeyPressed(KEY_LEFT)) paletteIndex--; |
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if (paletteIndex >= MAX_PALETTES) paletteIndex = 0; |
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else if (paletteIndex < 0) paletteIndex = MAX_PALETTES - 1; |
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// Send new value to the shader to be used on drawing.
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// Note that we are sending RGB triplets w/o the alpha channel *only* if the current
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// palette index has changed (in order to save performances).
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if (currentPalette != paletteIndex) { |
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currentPalette = paletteIndex; |
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SetShaderValueArrayi(shader, paletteLoc, palettes[currentPalette], VALUES_PER_COLOR, COLORS_PER_PALETTE); |
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} |
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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BeginShaderMode(shader); |
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// Draw horizontal screen-wide rectangles with increasing "palette index".
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// The used palette index is encoded in the RGB components of the pixel.
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int linesPerRectangle = screenHeight / COLORS_PER_PALETTE; |
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int leftover = screenHeight % COLORS_PER_PALETTE; |
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int y = 0; |
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for (int i = 0; i < COLORS_PER_PALETTE; ++i) { |
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int height = linesPerRectangle; |
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if (leftover > 0) { |
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height += 1; |
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leftover -= 1; |
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} |
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DrawRectangle(0, y, screenWidth, height, CLITERAL{ i, i, i, 255 }); |
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y += height; |
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} |
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EndShaderMode(); |
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DrawText("CURRENT PALETTE:", 10, 15, 20, RAYWHITE); |
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DrawText(paletteText[currentPalette], 240, 15, 20, RED); |
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DrawText("< >", 540, 10, 30, DARKBLUE); |
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DrawFPS(700, 15); |
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EndDrawing(); |
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//----------------------------------------------------------------------------------
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} |
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0; |
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} |