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			93 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			93 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [shaders] example - Multiple sample2D with default batch system
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*
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*   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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*         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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*         raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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*   This example has been created using raylib 3.5 (www.raylib.com)
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*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*   Copyright (c) 2020 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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    #define GLSL_VERSION            330
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#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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    #define GLSL_VERSION            100
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#endif
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int main(void)
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    const int screenWidth = 800;
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    const int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D");
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    Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
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    Texture texRed = LoadTextureFromImage(imRed);
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    UnloadImage(imRed);
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    Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 });
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    Texture texBlue = LoadTextureFromImage(imBlue);
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    UnloadImage(imBlue);
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    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION));
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    // Get an additional sampler2D location to be enabled on drawing
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    int texBlueLoc = GetShaderLocation(shader, "texture1");
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    SetTargetFPS(60);                           // Set our game to run at 60 frames-per-second
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    //--------------------------------------------------------------------------------------
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    // Main game loop
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    while (!WindowShouldClose())                // Detect window close button or ESC key
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    {
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        // Update
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        //----------------------------------------------------------------------------------
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        // ...
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            BeginShaderMode(shader);
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                // WARNING: Additional samplers are enabled for all draw calls in the batch,
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                // EndShaderMode() forces batch drawing and consequently resets active textures
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                // to let other sampler2D to be activated on consequent drawings (if required)
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                SetShaderValueTexture(shader, texBlueLoc, texBlue);
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                // We are drawing texRed using default sampler2D texture0 but
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                // an additional texture units is enabled for texBlue (sampler2D texture1)
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                DrawTexture(texRed, 0, 0, WHITE);
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            EndShaderMode();
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    UnloadShader(shader);       // Unload shader
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    UnloadTexture(texRed);      // Unload texture
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    UnloadTexture(texBlue);     // Unload texture
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    CloseWindow();              // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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} |