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Diffstat (limited to 'examples/shaders_shapes_textures.c')
| -rw-r--r-- | examples/shaders_shapes_textures.c | 113 |
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diff --git a/examples/shaders_shapes_textures.c b/examples/shaders_shapes_textures.c new file mode 100644 index 00000000..37180cec --- /dev/null +++ b/examples/shaders_shapes_textures.c @@ -0,0 +1,113 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Apply a shader to some shape or 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), 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 1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include <stdio.h> +#include <stdlib.h> + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders"); + + Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png"); + + // NOTE: This shader is a bit different than model/postprocessing shaders, + // it requires the color data for every vertice to use it in every shape or texture independently + Shader shader = LoadShader("resources/shaders/shapes_base.vs", + "resources/shaders/shapes_grayscale.fs"); + + // Shader usage is also different than models/postprocessing, shader is just activated when required + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // TODO: Update your variables here + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // Start drawing with default shader + + DrawText("USING DEFAULT SHADER", 20, 40, 10, RED); + + DrawCircle(80, 120, 35, DARKBLUE); + DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE); + DrawCircleLines(80, 340, 80, DARKBLUE); + + + // Activate our custom shader to be applied on next shapes/textures drawings + SetCustomShader(shader); + + DrawText("USING CUSTOM SHADER", 190, 40, 10, RED); + + DrawRectangle(250 - 60, 90, 120, 60, RED); + DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD); + DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE); + + // Activate our default shader for next drawings + SetDefaultShader(); + + DrawText("USING DEFAULT SHADER", 370, 40, 10, RED); + + DrawTriangle((Vector2){430, 80}, + (Vector2){430 - 60, 150}, + (Vector2){430 + 60, 150}, VIOLET); + + DrawTriangleLines((Vector2){430, 160}, + (Vector2){430 - 20, 230}, + (Vector2){430 + 20, 230}, DARKBLUE); + + DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN); + + // Activate our custom shader to be applied on next shapes/textures drawings + SetCustomShader(shader); + + DrawTexture(sonic, 380, -10, WHITE); // Using custom shader + + // Activate our default shader for next drawings + SetDefaultShader(); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); // Unload shader + UnloadTexture(sonic); // Unload texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
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