mirror of
				https://github.com/raysan5/raylib.git
				synced 2025-11-04 01:34:19 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			153 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			153 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
 | 
						|
*
 | 
						|
*   raylib [shaders] example - Color palette switch
 | 
						|
*
 | 
						|
*   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
 | 
						|
*
 | 
						|
*   Example originally created with raylib 2.5, last time updated with raylib 3.7
 | 
						|
*
 | 
						|
*   Example contributed by Marco Lizza (@MarcoLizza) and reviewed by Ramon Santamaria (@raysan5)
 | 
						|
*
 | 
						|
*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
 | 
						|
*   BSD-like license that allows static linking with closed source software
 | 
						|
*
 | 
						|
*   Copyright (c) 2019-2024 Marco Lizza (@MarcoLizza) and Ramon Santamaria (@raysan5)
 | 
						|
*
 | 
						|
********************************************************************************************/
 | 
						|
 | 
						|
#include "raylib.h"
 | 
						|
 | 
						|
#if defined(PLATFORM_DESKTOP)
 | 
						|
    #define GLSL_VERSION            330
 | 
						|
#else   // 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] = {
 | 
						|
    {   // 3-BIT RGB
 | 
						|
        0, 0, 0,
 | 
						|
        255, 0, 0,
 | 
						|
        0, 255, 0,
 | 
						|
        0, 0, 255,
 | 
						|
        0, 255, 255,
 | 
						|
        255, 0, 255,
 | 
						|
        255, 255, 0,
 | 
						|
        255, 255, 255,
 | 
						|
    },
 | 
						|
    {   // AMMO-8 (GameBoy-like)
 | 
						|
        4, 12, 6,
 | 
						|
        17, 35, 24,
 | 
						|
        30, 58, 41,
 | 
						|
        48, 93, 66,
 | 
						|
        77, 128, 97,
 | 
						|
        137, 162, 87,
 | 
						|
        190, 220, 127,
 | 
						|
        238, 255, 204,
 | 
						|
    },
 | 
						|
    {   // RKBV (2-strip film)
 | 
						|
        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)"
 | 
						|
};
 | 
						|
 | 
						|
//------------------------------------------------------------------------------------
 | 
						|
// Program main entry point
 | 
						|
//------------------------------------------------------------------------------------
 | 
						|
int main(void)
 | 
						|
{
 | 
						|
    // Initialization
 | 
						|
    //--------------------------------------------------------------------------------------
 | 
						|
    const int screenWidth = 800;
 | 
						|
    const int screenHeight = 450;
 | 
						|
 | 
						|
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch");
 | 
						|
 | 
						|
    // 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, TextFormat("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");
 | 
						|
 | 
						|
    int currentPalette = 0;
 | 
						|
    int lineHeight = screenHeight/COLORS_PER_PALETTE;
 | 
						|
 | 
						|
    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
 | 
						|
        //----------------------------------------------------------------------------------
 | 
						|
        if (IsKeyPressed(KEY_RIGHT)) currentPalette++;
 | 
						|
        else if (IsKeyPressed(KEY_LEFT)) currentPalette--;
 | 
						|
 | 
						|
        if (currentPalette >= MAX_PALETTES) currentPalette = 0;
 | 
						|
        else if (currentPalette < 0) currentPalette = MAX_PALETTES - 1;
 | 
						|
 | 
						|
        // Send palette data to the shader to be used on drawing
 | 
						|
        // NOTE: We are sending RGB triplets w/o the alpha channel
 | 
						|
        SetShaderValueV(shader, paletteLoc, palettes[currentPalette], SHADER_UNIFORM_IVEC3, COLORS_PER_PALETTE);
 | 
						|
        //----------------------------------------------------------------------------------
 | 
						|
 | 
						|
        // Draw
 | 
						|
        //----------------------------------------------------------------------------------
 | 
						|
        BeginDrawing();
 | 
						|
 | 
						|
            ClearBackground(RAYWHITE);
 | 
						|
 | 
						|
            BeginShaderMode(shader);
 | 
						|
 | 
						|
                for (int i = 0; i < COLORS_PER_PALETTE; i++)
 | 
						|
                {
 | 
						|
                    // Draw horizontal screen-wide rectangles with increasing "palette index"
 | 
						|
                    // The used palette index is encoded in the RGB components of the pixel
 | 
						|
                    DrawRectangle(0, lineHeight*i, GetScreenWidth(), lineHeight, (Color){ i, i, i, 255 });
 | 
						|
                }
 | 
						|
 | 
						|
            EndShaderMode();
 | 
						|
 | 
						|
            DrawText("< >", 10, 10, 30, DARKBLUE);
 | 
						|
            DrawText("CURRENT PALETTE:", 60, 15, 20, RAYWHITE);
 | 
						|
            DrawText(paletteText[currentPalette], 300, 15, 20, RED);
 | 
						|
 | 
						|
            DrawFPS(700, 15);
 | 
						|
 | 
						|
        EndDrawing();
 | 
						|
        //----------------------------------------------------------------------------------
 | 
						|
    }
 | 
						|
 | 
						|
    // De-Initialization
 | 
						|
    //--------------------------------------------------------------------------------------
 | 
						|
    UnloadShader(shader);       // Unload shader
 | 
						|
 | 
						|
    CloseWindow();              // Close window and OpenGL context
 | 
						|
    //--------------------------------------------------------------------------------------
 | 
						|
 | 
						|
    return 0;
 | 
						|
}
 |