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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_texture_waves.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_texture_waves.c')
| -rw-r--r-- | examples/web/shaders/shaders_texture_waves.c | 151 |
1 files changed, 0 insertions, 151 deletions
diff --git a/examples/web/shaders/shaders_texture_waves.c b/examples/web/shaders/shaders_texture_waves.c deleted file mode 100644 index e43dc5f..0000000 --- a/examples/web/shaders/shaders_texture_waves.c +++ /dev/null @@ -1,151 +0,0 @@ -/******************************************************************************************* -* -* raylib [shaders] example - Texture Waves -* -* 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 2.5 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5) -* -* Copyright (c) 2019 Anata (@anatagawa) and 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; - -// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) - -Texture2D texture = { 0 }; -Shader shader = { 0 }; - -int secondsLoc = 0; -int freqXLoc = 0; -int freqYLoc = 0; -int ampXLoc = 0; -int ampYLoc = 0; -int speedXLoc = 0; -int speedYLoc = 0; - -// Shader uniform values that can be updated at any time -float freqX = 25.0f; -float freqY = 25.0f; -float ampX = 5.0f; -float ampY = 5.0f; -float speedX = 8.0f; -float speedY = 8.0f; - -float seconds = 0.0f; - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void); // Update and Draw one frame - -//---------------------------------------------------------------------------------- -// Program Main Entry Point -//---------------------------------------------------------------------------------- -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves"); - - // Load space texture to apply shaders - texture = LoadTexture("resources/space.png"); - - // Load shader and setup location points and values - shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); - - secondsLoc = GetShaderLocation(shader, "secondes"); - freqXLoc = GetShaderLocation(shader, "freqX"); - freqYLoc = GetShaderLocation(shader, "freqY"); - ampXLoc = GetShaderLocation(shader, "ampX"); - ampYLoc = GetShaderLocation(shader, "ampY"); - speedXLoc = GetShaderLocation(shader, "speedX"); - speedYLoc = GetShaderLocation(shader, "speedY"); - - float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() }; - SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, SHADER_UNIFORM_VEC2); - SetShaderValue(shader, freqXLoc, &freqX, SHADER_UNIFORM_FLOAT); - SetShaderValue(shader, freqYLoc, &freqY, SHADER_UNIFORM_FLOAT); - SetShaderValue(shader, ampXLoc, &X, SHADER_UNIFORM_FLOAT); - SetShaderValue(shader, ampYLoc, &Y, SHADER_UNIFORM_FLOAT); - SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT); - SetShaderValue(shader, speedYLoc, &speedY, SHADER_UNIFORM_FLOAT); - -#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(texture); // Unload texture - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void) -{ - // Update - //---------------------------------------------------------------------------------- - seconds += GetFrameTime(); - - SetShaderValue(shader, secondsLoc, &seconds, SHADER_UNIFORM_FLOAT); - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - BeginShaderMode(shader); - - DrawTexture(texture, 0, 0, WHITE); - DrawTexture(texture, texture.width, 0, WHITE); - - EndShaderMode(); - - EndDrawing(); - //---------------------------------------------------------------------------------- -} - |
