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	* Remove PLATFORM_RPI * remove build artifacts --------- Co-authored-by: MichaelFiber <michael@cubeofb.org> Co-authored-by: Ray <raysan5@gmail.com>
		
			
				
	
	
		
			103 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [shaders] example - Apply an shdrOutline to a 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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*   Example originally created with raylib 4.0, last time updated with raylib 4.0
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*
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*   Example contributed by Samuel Skiff (@GoldenThumbs) 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) 2021-2023 Samuel SKiff (@GoldenThumbs) 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_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 - Apply an outline to a texture");
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    Texture2D texture = LoadTexture("resources/fudesumi.png");
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    Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
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    float outlineSize = 2.0f;
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    float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f };     // Normalized RED color
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    float textureSize[2] = { (float)texture.width, (float)texture.height };
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    // Get shader locations
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    int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
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    int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
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    int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
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    // Set shader values (they can be changed later)
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    SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
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    SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4);
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    SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2);
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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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        outlineSize += GetMouseWheelMove();
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        if (outlineSize < 1.0f) outlineSize = 1.0f;
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        SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, 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(shdrOutline);
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                DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE);
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            EndShaderMode();
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            DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY);
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            DrawText("Scroll mouse wheel to\nchange outline size", 10, 72, 20, GRAY);
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            DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON);
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            DrawFPS(710, 10);
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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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    UnloadTexture(texture);
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    UnloadShader(shdrOutline);
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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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