/******************************************************************************************* * * raylib [shaders] example - Color palette switch * * 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 2.5, last time updated with raylib 3.7 * * Example contributed by Marco Lizza (@MarcoLizza) and reviewed by Ramon Santamaria (@raysan5) * * 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) 2019-2023 Marco Lizza (@MarcoLizza) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif #define MAX_PALETTES 3 #define COLORS_PER_PALETTE 8 #define VALUES_PER_COLOR 3 static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = { { // 3-BIT RGB 0, 0, 0, 255, 0, 0, 0, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, }, { // AMMO-8 (GameBoy-like) 4, 12, 6, 17, 35, 24, 30, 58, 41, 48, 93, 66, 77, 128, 97, 137, 162, 87, 190, 220, 127, 238, 255, 204, }, { // RKBV (2-strip film) 21, 25, 26, 138, 76, 88, 217, 98, 117, 230, 184, 193, 69, 107, 115, 75, 151, 166, 165, 189, 194, 255, 245, 247, } }; static const char *paletteText[] = { "3-BIT RGB", "AMMO-8 (GameBoy-like)", "RKBV (2-strip film)" }; //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch"); // Load shader to be used on some parts drawing // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION)); // Get variable (uniform) location on the shader to connect with the program // NOTE: If uniform variable could not be found in the shader, function returns -1 int paletteLoc = GetShaderLocation(shader, "palette"); int currentPalette = 0; int lineHeight = screenHeight/COLORS_PER_PALETTE; 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 (IsKeyPressed(KEY_RIGHT)) currentPalette++; else if (IsKeyPressed(KEY_LEFT)) currentPalette--; if (currentPalette >= MAX_PALETTES) currentPalette = 0; else if (currentPalette < 0) currentPalette = MAX_PALETTES - 1; // Send new value to the shader to be used on drawing. // NOTE: We are sending RGB triplets w/o the alpha channel SetShaderValueV(shader, paletteLoc, palettes[currentPalette], SHADER_UNIFORM_IVEC3, COLORS_PER_PALETTE); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginShaderMode(shader); for (int i = 0; i < COLORS_PER_PALETTE; i++) { // Draw horizontal screen-wide rectangles with increasing "palette index" // The used palette index is encoded in the RGB components of the pixel DrawRectangle(0, lineHeight*i, GetScreenWidth(), lineHeight, (Color){ i, i, i, 255 }); } EndShaderMode(); DrawText("< >", 10, 10, 30, DARKBLUE); DrawText("CURRENT PALETTE:", 60, 15, 20, RAYWHITE); DrawText(paletteText[currentPalette], 300, 15, 20, RED); DrawFPS(700, 15); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); // Unload shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }