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/******************************************************************************************* |
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* |
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* raylib [shaders] example - Apply an outline to a texture |
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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). |
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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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* |
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* Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and 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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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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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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Shader outline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION)); |
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float oScale = 16.0; |
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float tScale[2] = { 16.0f*4, 16.0f*4 }; |
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SetShaderValue(outline, GetShaderLocation(outline, "texScale"), tScale, 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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// 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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// TODO: Update your variables here |
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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(outline); |
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DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, oScale, WHITE); |
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DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, oScale, WHITE); |
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EndShaderMode(); |
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DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY); |
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DrawFPS(710, 10); |
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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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UnloadTexture(egg); |
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UnloadTexture(torus); |
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UnloadShader(outline); |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |