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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()
		
			
				
	
	
		
			81 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			81 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [textures] example - Texture drawing
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| *
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| *   This example illustrates how to draw on a blank texture using a shader
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| *
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| *   This example has been created using raylib 2.0 (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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| *   Example contributed by Michał Ciesielski and reviewed by Ramon Santamaria (@raysan5)
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| *
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| *   Copyright (c) 2019 Michał Ciesielski and 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 - texture drawing");
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| 
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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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| 
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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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| 
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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, UNIFORM_FLOAT);
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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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|         time = GetTime();
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|         SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
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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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|             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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| 
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|             DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON);
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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);
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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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| }
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