|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shaders] example - Apply an shdrOutline to a 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. | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 4.0, last time updated with raylib 4.0 | 
						
						
							|  | * | 
						
						
							|  | *   Example contributed by Samuel Skiff (@GoldenThumbs) 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) 2021-2023 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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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 - Apply an outline to a texture"); | 
						
						
							|  | 
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							|  |     Texture2D texture = LoadTexture("resources/fudesumi.png"); | 
						
						
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							|  |     Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION)); | 
						
						
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							|  |     float outlineSize = 2.0f; | 
						
						
							|  |     float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f };     // Normalized RED color | 
						
						
							|  |     float textureSize[2] = { (float)texture.width, (float)texture.height }; | 
						
						
							|  | 
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							|  |     // Get shader locations | 
						
						
							|  |     int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize"); | 
						
						
							|  |     int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor"); | 
						
						
							|  |     int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize"); | 
						
						
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							|  |     // Set shader values (they can be changed later) | 
						
						
							|  |     SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT); | 
						
						
							|  |     SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4); | 
						
						
							|  |     SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2); | 
						
						
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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 | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         outlineSize += GetMouseWheelMove(); | 
						
						
							|  |         if (outlineSize < 1.0f) outlineSize = 1.0f; | 
						
						
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							|  |         SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
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							|  |             ClearBackground(RAYWHITE); | 
						
						
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							|  |             BeginShaderMode(shdrOutline); | 
						
						
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							|  |                 DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE); | 
						
						
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							|  |             EndShaderMode(); | 
						
						
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							|  |             DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY); | 
						
						
							|  |             DrawText("Scroll mouse wheel to\nchange outline size", 10, 72, 20, GRAY); | 
						
						
							|  |             DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON); | 
						
						
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							|  |             DrawFPS(710, 10); | 
						
						
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadTexture(texture); | 
						
						
							|  |     UnloadShader(shdrOutline); | 
						
						
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							|  |     CloseWindow();        // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
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