summaryrefslogtreecommitdiffhomepage
path: root/examples/shaders/shaders_texture_drawing.c
diff options
context:
space:
mode:
authorRay <[email protected]>2019-04-11 16:53:20 +0200
committerRay <[email protected]>2019-04-11 16:53:20 +0200
commit129703fad18b478d015a520524d46ab4afa2cb79 (patch)
tree4155ff93f5f118ae50f11f7dcb6cc7644664f085 /examples/shaders/shaders_texture_drawing.c
parent6fc97643bf564ec2f616ba3114230c78ed1c265e (diff)
downloadraylib-129703fad18b478d015a520524d46ab4afa2cb79.tar.gz
raylib-129703fad18b478d015a520524d46ab4afa2cb79.zip
new example: shaders_texture_drawing
Diffstat (limited to 'examples/shaders/shaders_texture_drawing.c')
-rw-r--r--examples/shaders/shaders_texture_drawing.c71
1 files changed, 71 insertions, 0 deletions
diff --git a/examples/shaders/shaders_texture_drawing.c b/examples/shaders/shaders_texture_drawing.c
new file mode 100644
index 00000000..cb8a9c1e
--- /dev/null
+++ b/examples/shaders/shaders_texture_drawing.c
@@ -0,0 +1,71 @@
+/*******************************************************************************************
+*
+* raylib [textures] example - Shader texture drawing
+*
+* This example illustrates how to draw on a blank texture using a shader
+*
+* This example has been created using raylib 2.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2019 MichaƂ Ciesielski and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader texture drawing");
+
+ Image imBlank = GenImageColor(1024, 1024, BLANK);
+ Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
+ UnloadImage(imBlank);
+
+ // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
+ Shader shader = LoadShader(0, "resources/shaders/glsl330/cubes_panning.fs");
+
+ float time = 0.0f;
+ int timeLoc = GetShaderLocation(shader, "uTime");
+ SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ while (!WindowShouldClose())
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ time = GetTime();
+ SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginShaderMode(shader); // Enable our custom shader for next shapes/textures drawings
+ DrawTexture(texture, 0, 0, WHITE); // Drawing BLANK texture, all magic happens on shader
+ EndShaderMode(); // Disable our custom shader, return to default shader
+
+ DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}