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| author | raysan5 <[email protected]> | 2021-10-17 21:02:18 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-10-17 21:02:18 +0200 |
| commit | 35e67da08e3d214589968c19b4b2fb31d8e566cc (patch) | |
| tree | 5054bcea5f6df754f467590101789b17dd9d9944 /examples/web/shaders/shaders_multi_sample2d.c | |
| parent | b2228039039afc05c41edd12103123f2a36c8080 (diff) | |
| download | raylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.tar.gz raylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.zip | |
UPDATED: examples to raylib 4.0
Some new examples added
Diffstat (limited to 'examples/web/shaders/shaders_multi_sample2d.c')
| -rw-r--r-- | examples/web/shaders/shaders_multi_sample2d.c | 139 |
1 files changed, 0 insertions, 139 deletions
diff --git a/examples/web/shaders/shaders_multi_sample2d.c b/examples/web/shaders/shaders_multi_sample2d.c deleted file mode 100644 index 4c21dc4..0000000 --- a/examples/web/shaders/shaders_multi_sample2d.c +++ /dev/null @@ -1,139 +0,0 @@ -/******************************************************************************************* -* -* raylib [shaders] example - Multiple sample2D with default batch system -* -* 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 3.5 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Copyright (c) 2020 Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#if defined(PLATFORM_WEB) - #include <emscripten/emscripten.h> -#endif - -#if defined(PLATFORM_DESKTOP) - #define GLSL_VERSION 330 -#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB - #define GLSL_VERSION 100 -#endif - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -const int screenWidth = 800; -const int screenHeight = 450; - -static Texture texRed = { 0 }; -static Texture texBlue = { 0 }; - -static Shader shader = { 0 }; -static int texBlueLoc = 0; -static int dividerLoc = 0; -static float dividerValue = 0.5f; - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void); // Update and Draw one frame - -//---------------------------------------------------------------------------------- -// Program Main Entry Point -//---------------------------------------------------------------------------------- -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D"); - - Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 }); - texRed = LoadTextureFromImage(imRed); - UnloadImage(imRed); - - Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 }); - texBlue = LoadTextureFromImage(imBlue); - UnloadImage(imBlue); - - shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION)); - - // Get an additional sampler2D location to be enabled on drawing - texBlueLoc = GetShaderLocation(shader, "texture1"); - - // Get shader uniform for divider - dividerLoc = GetShaderLocation(shader, "divider"); - -#if defined(PLATFORM_WEB) - emscripten_set_main_loop(UpdateDrawFrame, 60, 1); -#else - SetTargetFPS(60); // Set our game to run at 60 frames-per-second - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - UpdateDrawFrame(); - } -#endif - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadShader(shader); // Unload shader - UnloadTexture(texRed); // Unload texture - UnloadTexture(texBlue); // Unload texture - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definitions -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void) -{ - // Update - //---------------------------------------------------------------------------------- - if (IsKeyDown(KEY_RIGHT)) dividerValue += 0.01f; - else if (IsKeyDown(KEY_LEFT)) dividerValue -= 0.01f; - - if (dividerValue < 0.0f) dividerValue = 0.0f; - else if (dividerValue > 1.0f) dividerValue = 1.0f; - - SetShaderValue(shader, dividerLoc, ÷rValue, SHADER_UNIFORM_FLOAT); - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - BeginShaderMode(shader); - - // WARNING: Additional samplers are enabled for all draw calls in the batch, - // EndShaderMode() forces batch drawing and consequently resets active textures - // to let other sampler2D to be activated on consequent drawings (if required) - SetShaderValueTexture(shader, texBlueLoc, texBlue); - - // We are drawing texRed using default sampler2D texture0 but - // an additional texture units is enabled for texBlue (sampler2D texture1) - DrawTexture(texRed, 0, 0, WHITE); - - EndShaderMode(); - - DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE); - - EndDrawing(); - //---------------------------------------------------------------------------------- -}
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