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/******************************************************************************************* |
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* |
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* raylib [textures] example - Shader texture drawing |
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* |
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* This example illustrates how to draw on a blank texture using a shader |
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* |
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* This example has been created using raylib 2.0 (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) 2019 Michał Ciesielski and Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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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 - shader texture drawing"); |
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Image imBlank = GenImageColor(1024, 1024, BLANK); |
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Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader |
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UnloadImage(imBlank); |
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// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version |
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Shader shader = LoadShader(0, "resources/shaders/glsl330/cubes_panning.fs"); |
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float time = 0.0f; |
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int timeLoc = GetShaderLocation(shader, "uTime"); |
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SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT); |
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SetTargetFPS(60); |
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//-------------------------------------------------------------------------------------- |
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while (!WindowShouldClose()) |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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time = GetTime(); |
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SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT); |
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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); // Enable our custom shader for next shapes/textures drawings |
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DrawTexture(texture, 0, 0, WHITE); // Drawing BLANK texture, all magic happens on shader |
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EndShaderMode(); // Disable our custom shader, return to default shader |
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DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON); |
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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); |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |