/******************************************************************************************* * * 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, &X, SHADER_UNIFORM_FLOAT); shader.SetValue(ampYLoc, &Y, 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; }