mirror of
				https://github.com/raysan5/raylib.git
				synced 2025-11-03 17:24:25 +00:00 
			
		
		
		
	Some enums values have been renamed to be more consistent and also provide a more detailed description: - ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION - ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2 - MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO - PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
		
			
				
	
	
		
			111 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			111 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
 | 
						|
*
 | 
						|
*   raylib [shaders] example - Texture Waves
 | 
						|
*
 | 
						|
*   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
 | 
						|
*
 | 
						|
*   This example has been created using raylib 2.5 (www.raylib.com)
 | 
						|
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 | 
						|
*
 | 
						|
*   Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
 | 
						|
*
 | 
						|
*   Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
 | 
						|
*
 | 
						|
********************************************************************************************/
 | 
						|
 | 
						|
#include "raylib.h"
 | 
						|
 | 
						|
#if defined(PLATFORM_DESKTOP)
 | 
						|
    #define GLSL_VERSION            330
 | 
						|
#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
 | 
						|
    #define GLSL_VERSION            100
 | 
						|
#endif
 | 
						|
 | 
						|
int main(void)
 | 
						|
{
 | 
						|
    // Initialization
 | 
						|
    //--------------------------------------------------------------------------------------
 | 
						|
    const int screenWidth = 800;
 | 
						|
    const int screenHeight = 450;
 | 
						|
 | 
						|
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
 | 
						|
    
 | 
						|
    // Load texture texture to apply shaders
 | 
						|
    Texture2D texture = LoadTexture("resources/space.png");
 | 
						|
    
 | 
						|
    // Load shader and setup location points and values
 | 
						|
    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
 | 
						|
 | 
						|
    int secondsLoc = GetShaderLocation(shader, "secondes");
 | 
						|
    int freqXLoc = GetShaderLocation(shader, "freqX");
 | 
						|
    int freqYLoc = GetShaderLocation(shader, "freqY");
 | 
						|
    int ampXLoc = GetShaderLocation(shader, "ampX");
 | 
						|
    int ampYLoc = GetShaderLocation(shader, "ampY");
 | 
						|
    int speedXLoc = GetShaderLocation(shader, "speedX");
 | 
						|
    int speedYLoc = GetShaderLocation(shader, "speedY");
 | 
						|
 | 
						|
    // Shader uniform values that can be updated at any time
 | 
						|
    float freqX = 25.0f;
 | 
						|
    float freqY = 25.0f;
 | 
						|
    float ampX = 5.0f;
 | 
						|
    float ampY = 5.0f;
 | 
						|
    float speedX = 8.0f;
 | 
						|
    float speedY = 8.0f;
 | 
						|
 | 
						|
    float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
 | 
						|
    SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, SHADER_UNIFORM_VEC2);
 | 
						|
    SetShaderValue(shader, freqXLoc, &freqX, SHADER_UNIFORM_FLOAT);
 | 
						|
    SetShaderValue(shader, freqYLoc, &freqY, SHADER_UNIFORM_FLOAT);
 | 
						|
    SetShaderValue(shader, ampXLoc, &X, SHADER_UNIFORM_FLOAT);
 | 
						|
    SetShaderValue(shader, ampYLoc, &Y, SHADER_UNIFORM_FLOAT);
 | 
						|
    SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT);
 | 
						|
    SetShaderValue(shader, speedYLoc, &speedY, SHADER_UNIFORM_FLOAT);
 | 
						|
 | 
						|
    float seconds = 0.0f;
 | 
						|
 | 
						|
    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
 | 
						|
        //----------------------------------------------------------------------------------
 | 
						|
        seconds += GetFrameTime();
 | 
						|
        
 | 
						|
        SetShaderValue(shader, secondsLoc, &seconds, SHADER_UNIFORM_FLOAT);
 | 
						|
        //----------------------------------------------------------------------------------
 | 
						|
 | 
						|
        // Draw
 | 
						|
        //----------------------------------------------------------------------------------
 | 
						|
        BeginDrawing();
 | 
						|
 | 
						|
            ClearBackground(RAYWHITE);
 | 
						|
 | 
						|
            BeginShaderMode(shader);
 | 
						|
            
 | 
						|
                DrawTexture(texture, 0, 0, WHITE);
 | 
						|
                DrawTexture(texture, texture.width, 0, WHITE);
 | 
						|
                
 | 
						|
            EndShaderMode();
 | 
						|
 | 
						|
        EndDrawing();
 | 
						|
        //----------------------------------------------------------------------------------
 | 
						|
    }
 | 
						|
 | 
						|
    // De-Initialization
 | 
						|
    //--------------------------------------------------------------------------------------
 | 
						|
    UnloadShader(shader);         // Unload shader
 | 
						|
    UnloadTexture(texture);       // Unload texture
 | 
						|
    
 | 
						|
    CloseWindow();              // Close window and OpenGL context
 | 
						|
    //--------------------------------------------------------------------------------------
 | 
						|
 | 
						|
    return 0;
 | 
						|
}
 |