mirror of
				https://github.com/raysan5/raylib.git
				synced 2025-10-26 12:27:01 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			97 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
 | |
| *
 | |
| *   raylib [shaders] example - Apply an shdrOutline to a texture
 | |
| *
 | |
| *   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.
 | |
| *
 | |
| *   This example has been created using raylib 3.8 (www.raylib.com)
 | |
| *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 | |
| *
 | |
| *   Example contributed by Samuel Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5)
 | |
| *
 | |
| *   Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) 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 - Apply an outline to a texture");
 | |
| 
 | |
|     Texture2D texture = LoadTexture("resources/fudesumi.png");
 | |
|     
 | |
|     Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
 | |
| 
 | |
|     float outlineSize = 2.0f;
 | |
|     float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f };     // Normalized RED color 
 | |
|     float textureSize[2] = { (float)texture.width, (float)texture.height };
 | |
|     
 | |
|     // Get shader locations
 | |
|     int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
 | |
|     int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
 | |
|     int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
 | |
|     
 | |
|     // Set shader values (they can be changed later)
 | |
|     SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
 | |
|     SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4);
 | |
|     SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2);
 | |
| 
 | |
|     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
 | |
|         //----------------------------------------------------------------------------------
 | |
|         outlineSize += GetMouseWheelMove();
 | |
|         if (outlineSize < 1.0f) outlineSize = 1.0f;
 | |
|         
 | |
|         SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
 | |
|         //----------------------------------------------------------------------------------
 | |
| 
 | |
|         // Draw
 | |
|         //----------------------------------------------------------------------------------
 | |
|         BeginDrawing();
 | |
| 
 | |
|             ClearBackground(RAYWHITE);
 | |
| 
 | |
|             BeginShaderMode(shdrOutline);
 | |
|             
 | |
|                 DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE);
 | |
|                 
 | |
|             EndShaderMode();
 | |
| 
 | |
|             DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY);
 | |
|             
 | |
|             DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON);
 | |
| 
 | |
|             DrawFPS(710, 10);
 | |
| 
 | |
|         EndDrawing();
 | |
|         //----------------------------------------------------------------------------------
 | |
|     }
 | |
| 
 | |
|     // De-Initialization
 | |
|     //--------------------------------------------------------------------------------------
 | |
|     UnloadTexture(texture);
 | |
|     UnloadShader(shdrOutline);
 | |
| 
 | |
|     CloseWindow();        // Close window and OpenGL context
 | |
|     //--------------------------------------------------------------------------------------
 | |
| 
 | |
|     return 0;
 | |
| } | 
