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| author | raysan5 <[email protected]> | 2017-07-24 19:45:46 +0200 |
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| committer | raysan5 <[email protected]> | 2017-07-24 19:45:46 +0200 |
| commit | 46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936 (patch) | |
| tree | fae44589bea3de03639b0ce88d0adc29044ed062 /examples/web/shaders/shaders_shapes_textures.c | |
| download | raylib.com-46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936.tar.gz raylib.com-46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936.zip | |
Added webpage
Moved from @raysan5/raylib/docs
Diffstat (limited to 'examples/web/shaders/shaders_shapes_textures.c')
| -rw-r--r-- | examples/web/shaders/shaders_shapes_textures.c | 139 |
1 files changed, 139 insertions, 0 deletions
diff --git a/examples/web/shaders/shaders_shapes_textures.c b/examples/web/shaders/shaders_shapes_textures.c new file mode 100644 index 0000000..4e3475d --- /dev/null +++ b/examples/web/shaders/shaders_shapes_textures.c @@ -0,0 +1,139 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Apply a shader to some shape or texture (adapted for HTML5 platform) +* +* 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 1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +int screenWidth = 800; +int screenHeight = 450; + +Texture2D fudesumi; +Shader shader; + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +void UpdateDrawFrame(void); // Update and Draw one frame + +//---------------------------------------------------------------------------------- +// Main Enry Point +//---------------------------------------------------------------------------------- +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders"); + + fudesumi = LoadTexture("resources/fudesumi.png"); + + // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version + shader = LoadShader("resources/shaders/glsl100/base.vs", + "resources/shaders/glsl100/grayscale.fs"); + + // Shader usage is also different than models/postprocessing, shader is just activated when required + +#if defined(PLATFORM_WEB) + emscripten_set_main_loop(UpdateDrawFrame, 0, 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(fudesumi); // Unload texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- +void UpdateDrawFrame(void) +{ + // Update + //---------------------------------------------------------------------------------- + // TODO: Update your variables here + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // Start drawing with default shader + + DrawText("USING DEFAULT SHADER", 20, 40, 10, RED); + + DrawCircle(80, 120, 35, DARKBLUE); + DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE); + DrawCircleLines(80, 340, 80, DARKBLUE); + + + // Activate our custom shader to be applied on next shapes/textures drawings + BeginShaderMode(shader); + + DrawText("USING CUSTOM SHADER", 190, 40, 10, RED); + + DrawRectangle(250 - 60, 90, 120, 60, RED); + DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD); + DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE); + + // Activate our default shader for next drawings + EndShaderMode(); + + DrawText("USING DEFAULT SHADER", 370, 40, 10, RED); + + DrawTriangle((Vector2){430, 80}, + (Vector2){430 - 60, 150}, + (Vector2){430 + 60, 150}, VIOLET); + + DrawTriangleLines((Vector2){430, 160}, + (Vector2){430 - 20, 230}, + (Vector2){430 + 20, 230}, DARKBLUE); + + DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN); + + // Activate our custom shader to be applied on next shapes/textures drawings + BeginShaderMode(shader); + + DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader + + // Activate our default shader for next drawings + EndShaderMode(); + + EndDrawing(); + //---------------------------------------------------------------------------------- +}
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