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			84 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
		
			3.2 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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*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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*
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*   This example has been created using raylib 3.8 (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 Samuel Skiff (@GoldenThumbs)
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*
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*   Copyright (c) 2021 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_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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    #define GLSL_VERSION            100
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#endif
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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 egg = LoadTexture("resources/egg.png");
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    Texture2D torus = LoadTexture("resources/torus.png");
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    Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
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    float outlineScale = 16.0f;
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    float textureScale[2] = { 16.0f*4, 16.0f*4 };
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    SetShaderValue(shdrOutline, GetShaderLocation(shdrOutline, "texScale"), textureScale, 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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        // TODO: Update your variables here
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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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                DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, outlineScale, WHITE);
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                DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, outlineScale, WHITE);
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            EndShaderMode();
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            DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY);
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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(egg);
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    UnloadTexture(torus);
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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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} |