/******************************************************************************************* * * raylib [shaders] example - Multiple sample2D with default batch system * * 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), to test this example * on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders * raylib comes with shaders ready for both versions, check raylib/shaders install folder * * Example originally created with raylib 3.5, last time updated with raylib 3.5 * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2020-2023 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D"); Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 }); Texture texRed = LoadTextureFromImage(imRed); UnloadImage(imRed); Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 }); Texture texBlue = LoadTextureFromImage(imBlue); UnloadImage(imBlue); Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION)); // Get an additional sampler2D location to be enabled on drawing int texBlueLoc = GetShaderLocation(shader, "texture1"); // Get shader uniform for divider int dividerLoc = GetShaderLocation(shader, "divider"); float dividerValue = 0.5f; 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 //---------------------------------------------------------------------------------- if (IsKeyDown(KEY_RIGHT)) dividerValue += 0.01f; else if (IsKeyDown(KEY_LEFT)) dividerValue -= 0.01f; if (dividerValue < 0.0f) dividerValue = 0.0f; else if (dividerValue > 1.0f) dividerValue = 1.0f; SetShaderValue(shader, dividerLoc, ÷rValue, SHADER_UNIFORM_FLOAT); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginShaderMode(shader); // WARNING: Additional samplers are enabled for all draw calls in the batch, // EndShaderMode() forces batch drawing and consequently resets active textures // to let other sampler2D to be activated on consequent drawings (if required) SetShaderValueTexture(shader, texBlueLoc, texBlue); // We are drawing texRed using default sampler2D texture0 but // an additional texture units is enabled for texBlue (sampler2D texture1) DrawTexture(texRed, 0, 0, WHITE); EndShaderMode(); DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); // Unload shader UnloadTexture(texRed); // Unload texture UnloadTexture(texBlue); // Unload texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }