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authorRay <[email protected]>2020-10-29 20:22:52 +0100
committerRay <[email protected]>2020-10-29 20:22:52 +0100
commit8a1634813105906e84672d43101009e388ded407 (patch)
treea3179f044aa3d6343a1db1abf82b107647b7f6fa /examples/shaders/shaders_multi_sample2d.c
parent60d874caf8ab32e57d4a356d1a15709cadd98de0 (diff)
downloadraylib-8a1634813105906e84672d43101009e388ded407.tar.gz
raylib-8a1634813105906e84672d43101009e388ded407.zip
Support multiple sample2D on batch drawing #1333
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diff --git a/examples/shaders/shaders_multi_sample2d.c b/examples/shaders/shaders_multi_sample2d.c
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+/*******************************************************************************************
+*
+* 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));
+
+ // Set an additional sampler2D, using another texture1
+ // NOTE: Additional samplers are enabled for all batch calls
+ SetShaderValueTexture(shader, GetShaderLocation(shader, "texture1"), texBlue);
+
+ 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);
+
+ // We are drawing texture using default sampler2D but
+ // but additional texture units will be also enabled
+ 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;
+} \ No newline at end of file