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authorraysan5 <[email protected]>2017-07-24 19:45:46 +0200
committerraysan5 <[email protected]>2017-07-24 19:45:46 +0200
commit46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936 (patch)
treefae44589bea3de03639b0ce88d0adc29044ed062 /examples/web/shaders/shaders_shapes_textures.c
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+/*******************************************************************************************
+*
+* 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();
+ //----------------------------------------------------------------------------------
+} \ No newline at end of file