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https://github.com/raylib-cs/raylib-cs
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Update/merge examples back into main repo (#192)
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115
Examples/Shaders/TextureWaves.cs
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115
Examples/Shaders/TextureWaves.cs
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/*******************************************************************************************
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*
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* raylib [shaders] example - Texture Waves
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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), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* This example has been created using raylib 2.5 (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 Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class TextureWaves
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{
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const int GlslVersion = 330;
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public static int Main()
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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 - texture waves");
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// Load texture texture to apply shaders
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Texture2D texture = LoadTexture("resources/space.png");
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// Load shader and setup location points and values
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Shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/wave.fs");
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int secondsLoc = GetShaderLocation(shader, "secondes");
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int freqXLoc = GetShaderLocation(shader, "freqX");
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int freqYLoc = GetShaderLocation(shader, "freqY");
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int ampXLoc = GetShaderLocation(shader, "ampX");
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int ampYLoc = GetShaderLocation(shader, "ampY");
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int speedXLoc = GetShaderLocation(shader, "speedX");
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int speedYLoc = GetShaderLocation(shader, "speedY");
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// Shader uniform values that can be updated at any time
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float freqX = 25.0f;
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float freqY = 25.0f;
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float ampX = 5.0f;
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float ampY = 5.0f;
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float speedX = 8.0f;
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float speedY = 8.0f;
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float[] screenSize = { (float)GetScreenWidth(), (float)GetScreenHeight() };
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Raylib.SetShaderValue(
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shader,
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GetShaderLocation(shader, "size"),
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screenSize,
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ShaderUniformDataType.SHADER_UNIFORM_VEC2
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);
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Raylib.SetShaderValue(shader, freqXLoc, freqX, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, freqYLoc, freqY, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, ampXLoc, ampX, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, ampYLoc, ampY, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, speedXLoc, speedX, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, speedYLoc, speedY, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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float seconds = 0.0f;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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seconds += GetFrameTime();
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Raylib.SetShaderValue(shader, secondsLoc, seconds, ShaderUniformDataType.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(Color.RAYWHITE);
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BeginShaderMode(shader);
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DrawTexture(texture, 0, 0, Color.WHITE);
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DrawTexture(texture, texture.Width, 0, Color.WHITE);
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EndShaderMode();
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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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UnloadShader(shader);
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UnloadTexture(texture);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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