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Diffstat (limited to 'examples/shaders/shaders_shapes_outline.c')
| -rw-r--r-- | examples/shaders/shaders_shapes_outline.c | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/examples/shaders/shaders_shapes_outline.c b/examples/shaders/shaders_shapes_outline.c new file mode 100644 index 00000000..591feb6a --- /dev/null +++ b/examples/shaders/shaders_shapes_outline.c @@ -0,0 +1,84 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Apply an outline 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. +* +* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3). +* +* 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) +* +* 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 egg = LoadTexture("resources/egg.png"); + Texture2D torus = LoadTexture("resources/torus.png"); + Shader outline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION)); + + float oScale = 16.0; + float tScale[2] = { 16.0f*4, 16.0f*4 }; + SetShaderValue(outline, GetShaderLocation(outline, "texScale"), tScale, 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 + //---------------------------------------------------------------------------------- + // TODO: Update your variables here + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginShaderMode(outline); + DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, oScale, WHITE); + DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, oScale, WHITE); + EndShaderMode(); + + DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY); + + DrawFPS(710, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(egg); + UnloadTexture(torus); + UnloadShader(outline); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
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