/*******************************************************************************************
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*
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* raylib [shaders] example - Color palette switch
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* Example originally created with raylib 2.5, last time updated with raylib 3.7
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*
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* Example contributed by Marco Lizza (@MarcoLizza) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2023 Marco Lizza (@MarcoLizza) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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#define MAX_PALETTES 3
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#define COLORS_PER_PALETTE 8
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#define VALUES_PER_COLOR 3
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static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = {
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{ // 3-BIT RGB
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0, 0, 0,
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255, 0, 0,
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0, 255, 0,
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0, 0, 255,
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0, 255, 255,
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255, 0, 255,
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255, 255, 0,
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255, 255, 255,
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},
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{ // AMMO-8 (GameBoy-like)
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4, 12, 6,
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17, 35, 24,
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30, 58, 41,
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48, 93, 66,
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77, 128, 97,
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137, 162, 87,
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190, 220, 127,
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238, 255, 204,
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},
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{ // RKBV (2-strip film)
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21, 25, 26,
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138, 76, 88,
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217, 98, 117,
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230, 184, 193,
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69, 107, 115,
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75, 151, 166,
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165, 189, 194,
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255, 245, 247,
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}
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};
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static const char *paletteText[] = {
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"3-BIT RGB",
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"AMMO-8 (GameBoy-like)",
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"RKBV (2-strip film)"
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};
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch");
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// Load shader to be used on some parts drawing
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// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION));
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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int paletteLoc = GetShaderLocation(shader, "palette");
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int currentPalette = 0;
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int lineHeight = screenHeight/COLORS_PER_PALETTE;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_RIGHT)) currentPalette++;
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else if (IsKeyPressed(KEY_LEFT)) currentPalette--;
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if (currentPalette >= MAX_PALETTES) currentPalette = 0;
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else if (currentPalette < 0) currentPalette = MAX_PALETTES - 1;
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// Send new value to the shader to be used on drawing.
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// NOTE: We are sending RGB triplets w/o the alpha channel
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SetShaderValueV(shader, paletteLoc, palettes[currentPalette], SHADER_UNIFORM_IVEC3, COLORS_PER_PALETTE);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginShaderMode(shader);
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for (int i = 0; i < COLORS_PER_PALETTE; i++)
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{
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// Draw horizontal screen-wide rectangles with increasing "palette index"
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// The used palette index is encoded in the RGB components of the pixel
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DrawRectangle(0, lineHeight*i, GetScreenWidth(), lineHeight, (Color){ i, i, i, 255 });
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}
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EndShaderMode();
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DrawText("< >", 10, 10, 30, DARKBLUE);
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DrawText("CURRENT PALETTE:", 60, 15, 20, RAYWHITE);
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DrawText(paletteText[currentPalette], 300, 15, 20, RED);
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DrawFPS(700, 15);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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