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| author | raysan5 <[email protected]> | 2021-10-12 13:36:31 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-10-12 13:36:31 +0200 |
| commit | 1b91ac0b0d78d10605a892c62914169865c2a138 (patch) | |
| tree | cfcc705ac97c097cd767f6450b90590fa9950859 /examples/shaders/shaders_texture_outline.c | |
| parent | 599d6e810fde0150027ace2e30f6a021126843b3 (diff) | |
| download | raylib-1b91ac0b0d78d10605a892c62914169865c2a138.tar.gz raylib-1b91ac0b0d78d10605a892c62914169865c2a138.zip | |
REVIEWED: EXAMPLE: shaders_shapes_outline
Removed unneeded resources to use raylib ones.
Diffstat (limited to 'examples/shaders/shaders_texture_outline.c')
| -rw-r--r-- | examples/shaders/shaders_texture_outline.c | 97 |
1 files changed, 97 insertions, 0 deletions
diff --git a/examples/shaders/shaders_texture_outline.c b/examples/shaders/shaders_texture_outline.c new file mode 100644 index 00000000..c40abf95 --- /dev/null +++ b/examples/shaders/shaders_texture_outline.c @@ -0,0 +1,97 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Apply an shdrOutline to a texture +* +* 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. +* +* This example has been created using raylib 3.8 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Example contributed by Samuel Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5) +* +* Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and 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 [shaders] example - Apply an outline to a texture"); + + Texture2D texture = LoadTexture("resources/fudesumi.png"); + + Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION)); + + float outlineSize = 2.0f; + float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; // Normalized RED color + float textureSize[2] = { (float)texture.width, (float)texture.height }; + + // Get shader locations + int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize"); + int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor"); + int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize"); + + // Set shader values (they can be changed later) + SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT); + SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4); + SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2); + + 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 + //---------------------------------------------------------------------------------- + outlineSize += GetMouseWheelMove(); + if (outlineSize < 1.0f) outlineSize = 1.0f; + + SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginShaderMode(shdrOutline); + + DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE); + + EndShaderMode(); + + DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY); + + DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON); + + DrawFPS(710, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(texture); + UnloadShader(shdrOutline); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
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