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			86 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [textures] example - Texture drawing
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*
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*   NOTE: This example illustrates how to draw into a blank texture using a shader
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*
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*   Example originally created with raylib 2.0, last time updated with raylib 3.7
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*
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*   Example contributed by Michał Ciesielski and reviewed by Ramon Santamaria (@raysan5)
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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) 2019-2023 Michał Ciesielski and 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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//------------------------------------------------------------------------------------
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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 - texture drawing");
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    Image imBlank = GenImageColor(1024, 1024, BLANK);
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    Texture2D texture = LoadTextureFromImage(imBlank);  // Load blank texture to fill on shader
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    UnloadImage(imBlank);
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    // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION));
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    float time = 0.0f;
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    int timeLoc = GetShaderLocation(shader, "uTime");
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    SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
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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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        time = (float)GetTime();
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        SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
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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);    // Enable our custom shader for next shapes/textures drawings
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                DrawTexture(texture, 0, 0, WHITE);  // Drawing BLANK texture, all magic happens on shader
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            EndShaderMode();            // Disable our custom shader, return to default shader
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            DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON);
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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);
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    CloseWindow();        // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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}
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