/******************************************************************************************* * * raylib [shaders] example - Apply an outline to a texture * * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3). * * This example has been created using raylib 3.8 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Example contributed by Samuel Skiff (@GoldenThumbs) * * Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture"); Texture2D egg = LoadTexture("resources/egg.png"); Texture2D torus = LoadTexture("resources/torus.png"); Shader outline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION)); float oScale = 16.0; float tScale[2] = { 16.0f*4, 16.0f*4 }; SetShaderValue(outline, GetShaderLocation(outline, "texScale"), tScale, SHADER_UNIFORM_VEC2); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // TODO: Update your variables here //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginShaderMode(outline); DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, oScale, WHITE); DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, oScale, WHITE); EndShaderMode(); DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY); DrawFPS(710, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(egg); UnloadTexture(torus); UnloadShader(outline); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }