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	Adding basic palette-switching example using uniform arrays.
This commit is contained in:
		| @@ -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_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_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_raymarching.c) | ||||||
|  |   list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c) | ||||||
|  |  | ||||||
| elseif(${PLATFORM} MATCHES "Web") | 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") |   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") | ||||||
|   | |||||||
| @@ -420,6 +420,7 @@ EXAMPLES = \ | |||||||
|     shaders/shaders_custom_uniform \ |     shaders/shaders_custom_uniform \ | ||||||
|     shaders/shaders_postprocessing \ |     shaders/shaders_postprocessing \ | ||||||
|     shaders/shaders_raymarching \ |     shaders/shaders_raymarching \ | ||||||
|  |     shaders/shaders_palette_switch \ | ||||||
|     audio/audio_sound_loading \ |     audio/audio_sound_loading \ | ||||||
|     audio/audio_music_stream \ |     audio/audio_music_stream \ | ||||||
|     audio/audio_module_playing \ |     audio/audio_module_playing \ | ||||||
|   | |||||||
							
								
								
									
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								examples/shaders/resources/shaders/glsl100/palette-switch.fs
									
									
									
									
									
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								examples/shaders/resources/shaders/glsl100/palette-switch.fs
									
									
									
									
									
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							| @@ -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); | ||||||
|  | } | ||||||
							
								
								
									
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								examples/shaders/resources/shaders/glsl120/palette-switch.fs
									
									
									
									
									
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								examples/shaders/resources/shaders/glsl120/palette-switch.fs
									
									
									
									
									
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							| @@ -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); | ||||||
|  | } | ||||||
							
								
								
									
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								examples/shaders/resources/shaders/glsl330/palette-switch.fs
									
									
									
									
									
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								examples/shaders/resources/shaders/glsl330/palette-switch.fs
									
									
									
									
									
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							| @@ -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); | ||||||
|  | } | ||||||
							
								
								
									
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								examples/shaders/shaders_palette_switch.c
									
									
									
									
									
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								examples/shaders/shaders_palette_switch.c
									
									
									
									
									
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							| @@ -0,0 +1,160 @@ | |||||||
|  | /******************************************************************************************* | ||||||
|  | * | ||||||
|  | *   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; | ||||||
|  |  | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |  | ||||||
|  |     // 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; | ||||||
|  | } | ||||||
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