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authorRay <[email protected]>2019-05-16 17:22:25 +0200
committerRay <[email protected]>2019-05-16 17:22:25 +0200
commit85b11a6baf64a2b4e02c81d4d47b15eb578dc074 (patch)
treef3001d5540bc03460467d9ead28055415ae49f54 /examples/src
parent5a27bcaf7115e46a5123e9857007d940998f0650 (diff)
downloadraylib.com-85b11a6baf64a2b4e02c81d4d47b15eb578dc074.tar.gz
raylib.com-85b11a6baf64a2b4e02c81d4d47b15eb578dc074.zip
Added new example reference
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-rw-r--r--examples/src/shaders/shaders_eratosthenes.c94
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diff --git a/examples/src/shaders/shaders_eratosthenes.c b/examples/src/shaders/shaders_eratosthenes.c
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+/*******************************************************************************************
+*
+* raylib [shaders] example - Sieve of Eratosthenes
+*
+* Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve.
+*
+* "Sift the twos and sift the threes,
+* The Sieve of Eratosthenes.
+* When the multiples sublime,
+* the numbers that are left are prime."
+*
+* 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).
+*
+* This example has been created using raylib 2.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Example contributed by ProfJski and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2019 ProfJski and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes");
+
+ RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
+
+ // Load Eratosthenes shader
+ // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
+ Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION));
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // Nothing to do here, everything is happening in the shader
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginTextureMode(target); // Enable drawing to texture
+ ClearBackground(BLACK); // Clear the render texture
+
+ // Draw a rectangle in shader mode to be used as shader canvas
+ // NOTE: Rectangle uses font white character texture coordinates,
+ // so shader can not be applied here directly because input vertexTexCoord
+ // do not represent full screen coordinates (space where want to apply shader)
+ DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
+ EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
+
+ BeginShaderMode(shader);
+ // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
+ DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
+ EndShaderMode();
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader); // Unload shader
+ UnloadRenderTexture(target); // Unload texture
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}