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@ -5,12 +5,10 @@ |
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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). |
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* |
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* This example has been created using raylib 3.8 (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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* Example contributed by Samuel Skiff (@GoldenThumbs) |
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* Example contributed by Samuel Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5) |
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* |
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* Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5) |
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* |
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@ -33,13 +31,23 @@ int main(void) |
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture"); |
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Texture2D egg = LoadTexture("resources/egg.png"); |
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Texture2D torus = LoadTexture("resources/torus.png"); |
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Texture2D texture = LoadTexture("resources/fudesumi.png"); |
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Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION)); |
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float outlineScale = 16.0f; |
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float textureScale[2] = { 16.0f*4, 16.0f*4 }; |
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SetShaderValue(shdrOutline, GetShaderLocation(shdrOutline, "texScale"), textureScale, SHADER_UNIFORM_VEC2); |
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float outlineSize = 2.0f; |
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float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; // Normalized RED color |
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float textureSize[2] = { (float)texture.width, (float)texture.height }; |
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// Get shader locations |
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int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize"); |
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int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor"); |
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int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize"); |
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// Set shader values (they can be changed later) |
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SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT); |
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SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4); |
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SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2); |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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@ -49,7 +57,10 @@ int main(void) |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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// TODO: Update your variables here |
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outlineSize += GetMouseWheelMove(); |
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if (outlineSize < 1.0f) outlineSize = 1.0f; |
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SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT); |
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//---------------------------------------------------------------------------------- |
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// Draw |
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@ -59,11 +70,14 @@ int main(void) |
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ClearBackground(RAYWHITE); |
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BeginShaderMode(shdrOutline); |
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DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, outlineScale, WHITE); |
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DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, outlineScale, WHITE); |
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DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE); |
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EndShaderMode(); |
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DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY); |
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DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY); |
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DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON); |
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DrawFPS(710, 10); |
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@ -73,8 +87,7 @@ int main(void) |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadTexture(egg); |
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UnloadTexture(torus); |
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UnloadTexture(texture); |
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UnloadShader(shdrOutline); |
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CloseWindow(); // Close window and OpenGL context |