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	c32ae480af
	
	
	
		
			
			This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
		
			
				
	
	
		
			116 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			116 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [shaders] example - Apply a shader to some shape or texture
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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 1.7 (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) 2015 Ramon Santamaria (@raysan5)
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| 
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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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| 
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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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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
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| 
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|     Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
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| 
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|     // Load shader to be used on some parts drawing
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|     // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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|     // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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|     Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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| 
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|     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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|     //--------------------------------------------------------------------------------------
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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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|         // TODO: Update your variables here
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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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| 
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|             ClearBackground(RAYWHITE);
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| 
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|             // Start drawing with default shader
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| 
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|             DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
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| 
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|             DrawCircle(80, 120, 35, DARKBLUE);
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|             DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
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|             DrawCircleLines(80, 340, 80, DARKBLUE);
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| 
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| 
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|             // Activate our custom shader to be applied on next shapes/textures drawings
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|             BeginShaderMode(shader);
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| 
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|                 DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
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| 
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|                 DrawRectangle(250 - 60, 90, 120, 60, RED);
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|                 DrawRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD);
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|                 DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
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| 
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|             // Activate our default shader for next drawings
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|             EndShaderMode();
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| 
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|             DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
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| 
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|             DrawTriangle((Vector2){430, 80},
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|                          (Vector2){430 - 60, 150},
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|                          (Vector2){430 + 60, 150}, VIOLET);
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| 
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|             DrawTriangleLines((Vector2){430, 160},
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|                               (Vector2){430 - 20, 230},
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|                               (Vector2){430 + 20, 230}, DARKBLUE);
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| 
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|             DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
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| 
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|             // Activate our custom shader to be applied on next shapes/textures drawings
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|             BeginShaderMode(shader);
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| 
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|                 DrawTexture(fudesumi, 500, -30, WHITE);    // Using custom shader
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| 
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|             // Activate our default shader for next drawings
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|             EndShaderMode();
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| 
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|             DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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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(fudesumi);    // Unload texture
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| 
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|     CloseWindow();              // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| } |