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			121 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			121 lines
		
	
	
		
			4.9 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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*   Example originally created with raylib 1.7, last time updated with raylib 3.7
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*
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*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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*   BSD-like license that allows static linking with closed source software
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*
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*   Copyright (c) 2015-2024 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_ANDROID, PLATFORM_WEB
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    #define GLSL_VERSION            100
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#endif
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//------------------------------------------------------------------------------------
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// Program main entry point
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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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    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
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    Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
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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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    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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        // TODO: Update your variables here
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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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            // Start drawing with default shader
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            DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
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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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            // Activate our custom shader to be applied on next shapes/textures drawings
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            BeginShaderMode(shader);
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                DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
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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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            // Activate our default shader for next drawings
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            EndShaderMode();
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            DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
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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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            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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            DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
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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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                DrawTexture(fudesumi, 500, -30, WHITE);    // Using custom shader
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            // Activate our default shader for next drawings
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            EndShaderMode();
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            DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
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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(fudesumi);    // 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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} |