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| author | raysan5 <[email protected]> | 2020-12-24 13:26:30 +0100 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2020-12-24 13:26:30 +0100 |
| commit | 83ab2cb01746a869b625c9d84fbb4737146b73a9 (patch) | |
| tree | 010b0794848d863916e5acb4f766ea9e7ecb6e90 /examples/web/shaders/shaders_multi_sample2d.c | |
| parent | d11274dcfcb0f349fba16ab4b83d2b96bcac8d1a (diff) | |
| download | raylib.com-83ab2cb01746a869b625c9d84fbb4737146b73a9.tar.gz raylib.com-83ab2cb01746a869b625c9d84fbb4737146b73a9.zip | |
Updated Web examples to raylib 3.5
Diffstat (limited to 'examples/web/shaders/shaders_multi_sample2d.c')
| -rw-r--r-- | examples/web/shaders/shaders_multi_sample2d.c | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/examples/web/shaders/shaders_multi_sample2d.c b/examples/web/shaders/shaders_multi_sample2d.c new file mode 100644 index 0000000..2e54598 --- /dev/null +++ b/examples/web/shaders/shaders_multi_sample2d.c @@ -0,0 +1,93 @@ +/******************************************************************************************* +* +* 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_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D"); + + Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 }); + Texture texRed = LoadTextureFromImage(imRed); + UnloadImage(imRed); + + Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 }); + Texture texBlue = LoadTextureFromImage(imBlue); + UnloadImage(imBlue); + + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION)); + + // Get an additional sampler2D location to be enabled on drawing + int texBlueLoc = GetShaderLocation(shader, "texture1"); + + 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 + //---------------------------------------------------------------------------------- + // ... + //---------------------------------------------------------------------------------- + + // 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(); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); // Unload shader + UnloadTexture(texRed); // Unload texture + UnloadTexture(texBlue); // Unload texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
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