|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shaders] example - Apply a shader to some shape or 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), 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 | 
						
						
							|  | * | 
						
						
							|  | *   This example has been created using raylib 1.7 (www.raylib.com) | 
						
						
							|  | *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | 
						
						
							|  | * | 
						
						
							|  | *   Copyright (c) 2015 Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #if defined(PLATFORM_DESKTOP) | 
						
						
							|  |     #define GLSL_VERSION            330 | 
						
						
							|  | #else   // PLATFORM_RPI, 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 - shapes and texture shaders"); | 
						
						
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							|  |     Texture2D fudesumi = LoadTexture("resources/fudesumi.png"); | 
						
						
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							|  |     // 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/grayscale.fs", GLSL_VERSION)); | 
						
						
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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 | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         // TODO: Update your variables here | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
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							|  |             ClearBackground(RAYWHITE); | 
						
						
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							|  |             // Start drawing with default shader | 
						
						
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							|  |             DrawText("USING DEFAULT SHADER", 20, 40, 10, RED); | 
						
						
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							|  |             DrawCircle(80, 120, 35, DARKBLUE); | 
						
						
							|  |             DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE); | 
						
						
							|  |             DrawCircleLines(80, 340, 80, DARKBLUE); | 
						
						
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							|  |             // Activate our custom shader to be applied on next shapes/textures drawings | 
						
						
							|  |             BeginShaderMode(shader); | 
						
						
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							|  |                 DrawText("USING CUSTOM SHADER", 190, 40, 10, RED); | 
						
						
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							|  |                 DrawRectangle(250 - 60, 90, 120, 60, RED); | 
						
						
							|  |                 DrawRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD); | 
						
						
							|  |                 DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE); | 
						
						
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							|  |             // Activate our default shader for next drawings | 
						
						
							|  |             EndShaderMode(); | 
						
						
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							|  |             DrawText("USING DEFAULT SHADER", 370, 40, 10, RED); | 
						
						
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							|  |             DrawTriangle((Vector2){430, 80}, | 
						
						
							|  |                          (Vector2){430 - 60, 150}, | 
						
						
							|  |                          (Vector2){430 + 60, 150}, VIOLET); | 
						
						
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							|  |             DrawTriangleLines((Vector2){430, 160}, | 
						
						
							|  |                               (Vector2){430 - 20, 230}, | 
						
						
							|  |                               (Vector2){430 + 20, 230}, DARKBLUE); | 
						
						
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							|  |             DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN); | 
						
						
							|  | 
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							|  |             // Activate our custom shader to be applied on next shapes/textures drawings | 
						
						
							|  |             BeginShaderMode(shader); | 
						
						
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							|  |                 DrawTexture(fudesumi, 500, -30, WHITE);    // Using custom shader | 
						
						
							|  |  | 
						
						
							|  |             // Activate our default shader for next drawings | 
						
						
							|  |             EndShaderMode(); | 
						
						
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							|  |             DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY); | 
						
						
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadShader(shader);       // Unload shader | 
						
						
							|  |     UnloadTexture(fudesumi);    // Unload texture | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();              // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } |