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@ -38,22 +38,19 @@ int main() |
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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 texture texture to apply shaders |
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Texture2D texture = 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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Shader shader = 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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int secondsLoc = GetShaderLocation(shader, "secondes"); |
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int freqXLoc = GetShaderLocation(shader, "freqX"); |
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int freqYLoc = GetShaderLocation(shader, "freqY"); |
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int ampXLoc = GetShaderLocation(shader, "ampX"); |
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int ampYLoc = GetShaderLocation(shader, "ampY"); |
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int speedXLoc = GetShaderLocation(shader, "speedX"); |
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int speedYLoc = GetShaderLocation(shader, "speedY"); |
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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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@ -63,13 +60,14 @@ int main() |
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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 screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() }; |
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SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2); |
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SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT); |
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SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT); |
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SetShaderValue(shader, ampXLoc, &X, UNIFORM_FLOAT); |
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SetShaderValue(shader, ampYLoc, &Y, UNIFORM_FLOAT); |
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SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT); |
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SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT); |
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float seconds = 0.0f; |
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@ -83,7 +81,7 @@ int main() |
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//---------------------------------------------------------------------------------- |
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seconds += GetFrameTime(); |
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SetShaderValue(wave, secondsLoc, &seconds, UNIFORM_FLOAT); |
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SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT); |
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//---------------------------------------------------------------------------------- |
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// Draw |
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@ -92,10 +90,10 @@ int main() |
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ClearBackground(RAYWHITE); |
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BeginShaderMode(wave); |
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BeginShaderMode(shader); |
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DrawTexture(space, 0, 0, WHITE); |
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DrawTexture(space, space.width, 0, WHITE); |
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DrawTexture(texture, 0, 0, WHITE); |
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DrawTexture(texture, texture.width, 0, WHITE); |
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EndShaderMode(); |
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@ -105,8 +103,8 @@ int main() |
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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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UnloadShader(shader); // Unload shader |
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UnloadTexture(texture); // Unload texture |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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