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/******************************************************************************************* |
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* |
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* raylib [shaders] example - Texture Waves |
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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 2.5 (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 Anata (creator) and Ramon Santamaria (review) (@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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// ------------------------------------------------------------------------------------------------------------- |
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// Main Entry point |
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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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const int screenWidth = 800; |
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const int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves"); |
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// Load space texture to apply shaders |
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Texture2D space = LoadTexture("resources/space.png"); |
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// Load shader and setup location points and values |
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Shader wave = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); |
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float screenSizeLoc = GetShaderLocation(wave, "size"); |
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float secondsLoc = GetShaderLocation(wave, "secondes"); |
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float freqXLoc = GetShaderLocation(wave, "freqX"); |
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float freqYLoc = GetShaderLocation(wave, "freqY"); |
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float ampXLoc = GetShaderLocation(wave, "ampX"); |
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float ampYLoc = GetShaderLocation(wave, "ampY"); |
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float speedXLoc = GetShaderLocation(wave, "speedX"); |
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float speedYLoc = GetShaderLocation(wave, "speedY"); |
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float screenSize[2] = { 800, 450 }; |
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// Shader uniform values that can be updated at any time |
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float freqX = 25.0f; |
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float freqY = 25.0f; |
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float ampX = 5.0f; |
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float ampY = 5.0f; |
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float speedX = 8.0f; |
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float speedY = 8.0f; |
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SetShaderValue(wave, screenSizeLoc, &screenSize, UNIFORM_VEC2); |
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SetShaderValue(wave, freqXLoc, &freqX, UNIFORM_FLOAT); |
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SetShaderValue(wave, freqYLoc, &freqY, UNIFORM_FLOAT); |
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SetShaderValue(wave, ampXLoc, &X, UNIFORM_FLOAT); |
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SetShaderValue(wave, ampYLoc, &Y, UNIFORM_FLOAT); |
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SetShaderValue(wave, speedXLoc, &speedX, UNIFORM_FLOAT); |
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SetShaderValue(wave, speedYLoc, &speedY, UNIFORM_FLOAT); |
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float seconds = 0.0f; |
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SetTargetFPS(60); |
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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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seconds += GetFrameTime(); |
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SetShaderValue(wave, secondsLoc, &seconds, 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(wave); |
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DrawTexture(space, 0, 0, WHITE); |
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DrawTexture(space, space.width, 0, WHITE); |
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EndShaderMode(); |
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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(wave); // Unload shader |
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UnloadTexture(space); // Unload texture |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |