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-rw-r--r--examples/CMakeLists.txt1
-rw-r--r--examples/Makefile3
-rw-r--r--examples/shaders/resources/shaders/glsl100/palette-switch.fs29
-rw-r--r--examples/shaders/resources/shaders/glsl120/palette-switch.fs27
-rw-r--r--examples/shaders/resources/shaders/glsl330/palette-switch.fs30
-rw-r--r--examples/shaders/shaders_palette_switch.c161
6 files changed, 250 insertions, 1 deletions
diff --git a/examples/CMakeLists.txt b/examples/CMakeLists.txt
index 1c0c935c..1d4fdd79 100644
--- a/examples/CMakeLists.txt
+++ b/examples/CMakeLists.txt
@@ -52,6 +52,7 @@ if(${PLATFORM} MATCHES "Android")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
+ list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c)
elseif(${PLATFORM} MATCHES "Web")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1")
diff --git a/examples/Makefile b/examples/Makefile
index 976cfbc1..e14762b3 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -407,7 +407,7 @@ EXAMPLES = \
models/models_box_collisions \
models/models_billboard \
models/models_obj_loading \
- models/models_obj_viewing \
+ models/models_obj_viewer \
models/models_heightmap \
models/models_cubicmap \
models/models_mesh_picking \
@@ -420,6 +420,7 @@ EXAMPLES = \
shaders/shaders_custom_uniform \
shaders/shaders_postprocessing \
shaders/shaders_raymarching \
+ shaders/shaders_palette_switch \
audio/audio_sound_loading \
audio/audio_music_stream \
audio/audio_module_playing \
diff --git a/examples/shaders/resources/shaders/glsl100/palette-switch.fs b/examples/shaders/resources/shaders/glsl100/palette-switch.fs
new file mode 100644
index 00000000..65a7bd29
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/palette-switch.fs
@@ -0,0 +1,29 @@
+#version 100
+
+precision mediump float;
+
+const int colors = 8;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform ivec3 palette[colors];
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
+
+ // Convert the (normalized) texel color RED component (GB would work, too)
+ // to the palette index by scaling up from [0, 1] to [0, 255].
+ int index = int(texelColor.r * 255.0);
+ ivec3 color = palette[index];
+
+ // Calculate final fragment color. Note that the palette color components
+ // are defined in the range [0, 255] and need to be normalized to [0, 1]
+ // for OpenGL to work.
+ gl_FragColor = vec4(color / 255.0, texelColor.a);
+}
diff --git a/examples/shaders/resources/shaders/glsl120/palette-switch.fs b/examples/shaders/resources/shaders/glsl120/palette-switch.fs
new file mode 100644
index 00000000..b4384502
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/palette-switch.fs
@@ -0,0 +1,27 @@
+#version 120
+
+const int colors = 8;
+
+// Input fragment attributes (from fragment shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform ivec3 palette[colors];
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
+
+ // Convert the (normalized) texel color RED component (GB would work, too)
+ // to the palette index by scaling up from [0, 1] to [0, 255].
+ int index = int(texelColor.r * 255.0);
+ ivec3 color = palette[index];
+
+ // Calculate final fragment color. Note that the palette color components
+ // are defined in the range [0, 255] and need to be normalized to [0, 1]
+ // for OpenGL to work.
+ gl_FragColor = vec4(color / 255.0, texelColor.a);
+}
diff --git a/examples/shaders/resources/shaders/glsl330/palette-switch.fs b/examples/shaders/resources/shaders/glsl330/palette-switch.fs
new file mode 100644
index 00000000..178c42c5
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/palette-switch.fs
@@ -0,0 +1,30 @@
+#version 330
+
+const int colors = 8;
+
+// Input fragment attributes (from fragment shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform ivec3 palette[colors];
+
+// Output fragment color
+out vec4 finalColor;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
+
+ // Convert the (normalized) texel color RED component (GB would work, too)
+ // to the palette index by scaling up from [0, 1] to [0, 255].
+ int index = int(texelColor.r * 255.0);
+ ivec3 color = palette[index];
+
+ // Calculate final fragment color. Note that the palette color components
+ // are defined in the range [0, 255] and need to be normalized to [0, 1]
+ // for OpenGL to work.
+ finalColor = vec4(color / 255.0, texelColor.a);
+}
diff --git a/examples/shaders/shaders_palette_switch.c b/examples/shaders/shaders_palette_switch.c
new file mode 100644
index 00000000..ad09ca73
--- /dev/null
+++ b/examples/shaders/shaders_palette_switch.c
@@ -0,0 +1,161 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - Apply a postprocessing shader to a scene
+*
+* 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 2.x (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"
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+#define MAX_PALETTES 3
+#define COLORS_PER_PALETTE 8
+#define VALUES_PER_COLOR 3
+
+static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE * VALUES_PER_COLOR] = {
+ {
+ 0, 0, 0,
+ 255, 0, 0,
+ 0, 255, 0,
+ 0, 0, 255,
+ 0, 255, 255,
+ 255, 0, 255,
+ 255, 255, 0,
+ 255, 255, 255,
+ },
+ {
+ 4, 12, 6,
+ 17, 35, 24,
+ 30, 58, 41,
+ 48, 93, 66,
+ 77, 128, 97,
+ 137, 162, 87,
+ 190, 220, 127,
+ 238, 255, 204,
+ },
+ {
+ 21, 25, 26,
+ 138, 76, 88,
+ 217, 98, 117,
+ 230, 184, 193,
+ 69, 107, 115,
+ 75, 151, 166,
+ 165, 189, 194,
+ 255, 245, 247,
+ }
+};
+
+static const char *paletteText[] = {
+ "3-BIT RGB",
+ "AMMO-8 (GameBoy-like)",
+ "RKBV (2-strip film)"
+};
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette-switch shader");
+
+ // Load shader to be used on some parts drawing
+ // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
+ // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
+ Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette-switch.fs", GLSL_VERSION));
+
+ // Get variable (uniform) location on the shader to connect with the program
+ // NOTE: If uniform variable could not be found in the shader, function returns -1
+ int paletteLoc = GetShaderLocation(shader, "palette");
+
+ // Initial index not set, will be automatically bounded below.
+ int currentPalette = -1;
+
+ 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
+ //----------------------------------------------------------------------------------
+ int paletteIndex = currentPalette;
+ if (IsKeyPressed(KEY_RIGHT)) paletteIndex++;
+ else if (IsKeyPressed(KEY_LEFT)) paletteIndex--;
+
+ if (paletteIndex >= MAX_PALETTES) paletteIndex = 0;
+ else if (paletteIndex < 0) paletteIndex = MAX_PALETTES - 1;
+
+ // Send new value to the shader to be used on drawing.
+ // Note that we are sending RGB triplets w/o the alpha channel *only* if the current
+ // palette index has changed (in order to save performances).
+ if (currentPalette != paletteIndex) {
+ currentPalette = paletteIndex;
+ SetShaderValueArrayi(shader, paletteLoc, palettes[currentPalette], VALUES_PER_COLOR, COLORS_PER_PALETTE);
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginShaderMode(shader);
+
+ // Draw horizontal screen-wide rectangles with increasing "palette index".
+ // The used palette index is encoded in the RGB components of the pixel.
+ int linesPerRectangle = screenHeight / COLORS_PER_PALETTE;
+ int leftover = screenHeight % COLORS_PER_PALETTE;
+ int y = 0;
+
+ for (int i = 0; i < COLORS_PER_PALETTE; ++i) {
+ int height = linesPerRectangle;
+ if (leftover > 0) {
+ height += 1;
+ leftover -= 1;
+ }
+
+ DrawRectangle(0, y, screenWidth, height, CLITERAL{ i, i, i, 255 });
+
+ y += height;
+ }
+
+ EndShaderMode();
+
+ DrawText("CURRENT PALETTE:", 10, 15, 20, RAYWHITE);
+ DrawText(paletteText[currentPalette], 240, 15, 20, RED);
+ DrawText("< >", 540, 10, 30, DARKBLUE);
+
+ DrawFPS(700, 15);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader); // Unload shader
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}