|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shaders] example - ascii rendering | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★★☆☆] 2/4 | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 5.5, last time updated with raylib 5.6 | 
						
						
							|  | * | 
						
						
							|  | *   Example contributed by Maicon Santana (@maiconpintoabreu) 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) 2025 Maicon Santana (@maiconpintoabreu) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #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; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - ascii rendering"); | 
						
						
							|  | 
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							|  |     // Texture to test static drawing | 
						
						
							|  |     Texture2D fudesumi = LoadTexture("resources/fudesumi.png"); | 
						
						
							|  |     // Texture to test moving drawing | 
						
						
							|  |     Texture2D raysan = LoadTexture("resources/raysan.png"); | 
						
						
							|  | 
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							|  |     // Load shader to be used on postprocessing | 
						
						
							|  |     Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/ascii.fs", GLSL_VERSION)); | 
						
						
							|  | 
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							|  |     // These locations are used to send data to the GPU | 
						
						
							|  |     int resolutionLoc = GetShaderLocation(shader, "resolution"); | 
						
						
							|  |     int fontSizeLoc = GetShaderLocation(shader, "fontSize"); | 
						
						
							|  | 
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							|  |     // Set the character size for the ASCII effect | 
						
						
							|  |     // Fontsize should be 9 or more | 
						
						
							|  |     float fontSize = 9.0f; | 
						
						
							|  | 
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							|  |     // Send the updated values to the shader | 
						
						
							|  |     float resolution[2] = { (float)screenWidth, (float)screenHeight }; | 
						
						
							|  |     SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); | 
						
						
							|  | 
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							|  |     Vector2 circlePos = (Vector2){40.0f, (float)screenHeight*0.5f}; | 
						
						
							|  |     float circleSpeed = 1.0f; | 
						
						
							|  | 
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							|  |     // RenderTexture to apply the postprocessing later | 
						
						
							|  |     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); | 
						
						
							|  | 
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							|  |     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 | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         circlePos.x += circleSpeed; | 
						
						
							|  |         if ((circlePos.x > 200.0f) || (circlePos.x < 40.0f)) circleSpeed *= -1; // Revert speed | 
						
						
							|  |  | 
						
						
							|  |         if (IsKeyPressed(KEY_LEFT) && (fontSize > 9.0)) fontSize -= 1;  // Reduce fontSize | 
						
						
							|  |         if (IsKeyPressed(KEY_RIGHT) && (fontSize < 15.0)) fontSize += 1;  // Increase fontSize | 
						
						
							|  |  | 
						
						
							|  |         // Set fontsize for the shader | 
						
						
							|  |         SetShaderValue(shader, fontSizeLoc, &fontSize, SHADER_UNIFORM_FLOAT); | 
						
						
							|  | 
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							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginTextureMode(target); | 
						
						
							|  |             ClearBackground(WHITE); | 
						
						
							|  | 
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							|  |             // Draw scene in our render texture | 
						
						
							|  |             DrawTexture(fudesumi, 500, -30, WHITE); | 
						
						
							|  |             DrawTextureV(raysan, circlePos, WHITE); | 
						
						
							|  |         EndTextureMode(); | 
						
						
							|  |          | 
						
						
							|  |         BeginDrawing(); | 
						
						
							|  |             ClearBackground(RAYWHITE); | 
						
						
							|  | 
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							|  |             BeginShaderMode(shader); | 
						
						
							|  |                 // Draw the scene texture (that we rendered earlier) to the screen | 
						
						
							|  |                 // The shader will process every pixel of this texture | 
						
						
							|  |                 DrawTextureRec(target.texture,  | 
						
						
							|  |                     (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },  | 
						
						
							|  |                     (Vector2){ 0, 0 }, WHITE); | 
						
						
							|  |             EndShaderMode(); | 
						
						
							|  | 
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							|  |             DrawRectangle(0, 0, screenWidth, 40, BLACK); | 
						
						
							|  |             DrawText(TextFormat("Ascii effect - FontSize:%2.0f - [Left] -1 [Right] +1 ", fontSize), 120, 10, 20, LIGHTGRAY); | 
						
						
							|  |             DrawFPS(10, 10); | 
						
						
							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadRenderTexture(target);    // Unload render texture | 
						
						
							|  |  | 
						
						
							|  |     UnloadShader(shader);           // Unload shader | 
						
						
							|  |     UnloadTexture(fudesumi);        // Unload texture | 
						
						
							|  |     UnloadTexture(raysan);          // Unload texture | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();        // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
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