browser/external/raylib-cpp-4.5.1/examples/shaders/shaders_texture_waves.cpp

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/*******************************************************************************************
*
* 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-cpp.hpp"
#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;
raylib::Window window(screenWidth, screenHeight, "raylib-cpp [shaders] example - texture waves");
// Load texture texture to apply shaders
raylib::Texture2D texture("resources/space.png");
// Load shader and setup location points and values
raylib::Shader shader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
int secondsLoc = shader.GetLocation("secondes");
int freqXLoc = shader.GetLocation("freqX");
int freqYLoc = shader.GetLocation("freqY");
int ampXLoc = shader.GetLocation("ampX");
int ampYLoc = shader.GetLocation("ampY");
int speedXLoc = shader.GetLocation("speedX");
int speedYLoc = shader.GetLocation("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)window.GetWidth(), (float)window.GetHeight() };
shader.SetValue(shader.GetLocation("size"), &screenSize, SHADER_UNIFORM_VEC2);
shader.SetValue(freqXLoc, &freqX, SHADER_UNIFORM_FLOAT);
shader.SetValue(freqYLoc, &freqY, SHADER_UNIFORM_FLOAT);
shader.SetValue(ampXLoc, &ampX, SHADER_UNIFORM_FLOAT);
shader.SetValue(ampYLoc, &ampY, SHADER_UNIFORM_FLOAT);
shader.SetValue(speedXLoc, &speedX, SHADER_UNIFORM_FLOAT);
shader.SetValue(speedYLoc, &speedY, SHADER_UNIFORM_FLOAT);
float seconds = 0.0f;
window.SetTargetFPS(60); // Set our game to run at 60 frames-per-second
// -------------------------------------------------------------------------------------------------------------
// Main game loop
while (!window.ShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
seconds += GetFrameTime();
shader.SetValue(secondsLoc, &seconds, SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
shader.BeginMode();
texture.Draw(0, 0, WHITE);
texture.Draw(texture.GetWidth(), 0, WHITE);
EndShaderMode();
EndDrawing();
//----------------------------------------------------------------------------------
}
return 0;
}