/******************************************************************************************* * * raylib [shaders] example - eratosthenes sieve * * Example complexity rating: [★★★☆] 3/4 * * NOTE: Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve * * "Sift the twos and sift the threes, * The Sieve of Eratosthenes. * When the multiples sublime, * the numbers that are left are prime." * * 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) * * Example originally created with raylib 2.5, last time updated with raylib 4.0 * * Example contributed by ProfJski (@ProfJski) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2019-2025 ProfJski (@ProfJski) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ using System.Numerics; using static Raylib_cs.Raylib; namespace Examples.Shaders; public class Eratosthenes : IExample { #if BROWSER const int GlslVersion = 100; // WebGL1 needs GLSL ES 100 #else private const int GlslVersion = 330; #endif private const int screenWidth = 800; private const int screenHeight = 450; public string Name => "Shaders / Eratosthenes"; public string Title => "raylib [shaders] example - eratosthenes sieve"; private RenderTexture2D target; private Shader shader; public void Init() { target = LoadRenderTexture(screenWidth, screenHeight); // Load Eratosthenes shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/eratosthenes.fs"); } public void Update() { // Update //---------------------------------------------------------------------------------- // Nothing to do here, everything is happening in the shader //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginTextureMode(target); // Enable drawing to texture ClearBackground(Color.Black); // Clear the render texture // Draw a rectangle in shader mode to be used as shader canvas // NOTE: Rectangle uses font white character texture coordinates, // so shader can not be applied here directly because input vertexTexCoord // do not represent full screen coordinates (space where want to apply shader) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Color.Black); EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader) BeginDrawing(); ClearBackground(Color.RayWhite); // Clear screen background BeginShaderMode(shader); // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) DrawTextureRec( target.Texture, new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height), new Vector2(0.0f, 0.0f), Color.White ); EndShaderMode(); EndDrawing(); //---------------------------------------------------------------------------------- } public void Unload() { UnloadShader(shader); UnloadRenderTexture(target); } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - eratosthenes sieve"); SetTargetFPS(60); //-------------------------------------------------------------------------------------- var game = new Eratosthenes(); game.Init(); // Main game loop while (!WindowShouldClose()) { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); //-------------------------------------------------------------------------------------- return 0; } }