| /******************************************************************************************* | |
| * | |
| *   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; | |
| }
 |