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Diffstat (limited to 'examples/web/shaders/shaders_palette_switch.c')
| -rw-r--r-- | examples/web/shaders/shaders_palette_switch.c | 184 |
1 files changed, 0 insertions, 184 deletions
diff --git a/examples/web/shaders/shaders_palette_switch.c b/examples/web/shaders/shaders_palette_switch.c deleted file mode 100644 index 29f3070..0000000 --- a/examples/web/shaders/shaders_palette_switch.c +++ /dev/null @@ -1,184 +0,0 @@ -/******************************************************************************************* -* -* raylib [shaders] example - Color palette switch -* -* 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 2.3 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Example contributed by Marco Lizza (@MarcoLizza) and reviewed by Ramon Santamaria (@raysan5) -* -* Copyright (c) 2019 Marco Lizza (@MarcoLizza) 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 - -#define MAX_PALETTES 3 -#define COLORS_PER_PALETTE 8 -#define VALUES_PER_COLOR 3 - -static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = { - { // 3-BIT RGB - 0, 0, 0, - 255, 0, 0, - 0, 255, 0, - 0, 0, 255, - 0, 255, 255, - 255, 0, 255, - 255, 255, 0, - 255, 255, 255, - }, - { // AMMO-8 (GameBoy-like) - 4, 12, 6, - 17, 35, 24, - 30, 58, 41, - 48, 93, 66, - 77, 128, 97, - 137, 162, 87, - 190, 220, 127, - 238, 255, 204, - }, - { // RKBV (2-strip film) - 21, 25, 26, - 138, 76, 88, - 217, 98, 117, - 230, 184, 193, - 69, 107, 115, - 75, 151, 166, - 165, 189, 194, - 255, 245, 247, - } -}; - -static const char *paletteText[] = { - "3-BIT RGB", - "AMMO-8 (GameBoy-like)", - "RKBV (2-strip film)" -}; - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -const int screenWidth = 800; -const int screenHeight = 450; - -// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) - -Shader shader = { 0 }; - -int paletteLoc = 0; -int currentPalette = 0; -int lineHeight = 0; - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void); // Update and Draw one frame - -//---------------------------------------------------------------------------------- -// Program Main Entry Point -//---------------------------------------------------------------------------------- -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch"); - - // Load shader to be used on some parts drawing - // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version - // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION)); - - // Get variable (uniform) location on the shader to connect with the program - // NOTE: If uniform variable could not be found in the shader, function returns -1 - paletteLoc = GetShaderLocation(shader, "palette"); - - lineHeight = screenHeight/COLORS_PER_PALETTE; - -#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 - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void) -{ - // Update - //---------------------------------------------------------------------------------- - if (IsKeyPressed(KEY_RIGHT)) currentPalette++; - else if (IsKeyPressed(KEY_LEFT)) currentPalette--; - - if (currentPalette >= MAX_PALETTES) currentPalette = 0; - else if (currentPalette < 0) currentPalette = MAX_PALETTES - 1; - - // Send new value to the shader to be used on drawing. - // NOTE: We are sending RGB triplets w/o the alpha channel - SetShaderValueV(shader, paletteLoc, palettes[currentPalette], SHADER_UNIFORM_IVEC3, COLORS_PER_PALETTE); - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - BeginShaderMode(shader); - - for (int i = 0; i < COLORS_PER_PALETTE; i++) - { - // Draw horizontal screen-wide rectangles with increasing "palette index" - // The used palette index is encoded in the RGB components of the pixel - DrawRectangle(0, lineHeight*i, GetScreenWidth(), lineHeight, (Color){ i, i, i, 255 }); - } - - EndShaderMode(); - - DrawText("< >", 10, 10, 30, DARKBLUE); - DrawText("CURRENT PALETTE:", 60, 15, 20, RAYWHITE); - DrawText(paletteText[currentPalette], 300, 15, 20, RED); - - DrawFPS(700, 15); - - EndDrawing(); - //---------------------------------------------------------------------------------- -} |
