112 lines
3.9 KiB
C#
112 lines
3.9 KiB
C#
/*******************************************************************************************
|
|
*
|
|
* raylib [shaders] example - texture rendering
|
|
*
|
|
* Example complexity rating: [★★☆☆] 2/4
|
|
*
|
|
* Example originally created with raylib 2.0, last time updated with raylib 3.7
|
|
*
|
|
* Example contributed by Michał Ciesielski (@ciessielski) 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 Michał Ciesielski (@ciessielski) and Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
using static Raylib_cs.Raylib;
|
|
|
|
namespace Examples.Shaders;
|
|
|
|
public class TextureDrawing : IExample
|
|
{
|
|
private const int screenWidth = 800;
|
|
private const int screenHeight = 450;
|
|
|
|
#if BROWSER
|
|
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
|
#else
|
|
private const int GlslVersion = 330;
|
|
#endif
|
|
|
|
public string Name => "Shaders / Texture Drawing";
|
|
|
|
public string Title => "raylib [shaders] example - texture rendering";
|
|
|
|
private Texture2D texture;
|
|
private Shader shader;
|
|
private float time;
|
|
private int timeLoc;
|
|
|
|
public void Init()
|
|
{
|
|
var imBlank = GenImageColor(1024, 1024, Color.Blank);
|
|
texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
|
|
UnloadImage(imBlank);
|
|
|
|
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
|
|
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/cubes_panning.fs");
|
|
|
|
time = 0.0f;
|
|
timeLoc = GetShaderLocation(shader, "uTime");
|
|
Raylib.SetShaderValue(shader, timeLoc, time, ShaderUniformDataType.Float);
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
time = (float)GetTime();
|
|
Raylib.SetShaderValue(shader, timeLoc, time, ShaderUniformDataType.Float);
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
ClearBackground(Color.RayWhite);
|
|
|
|
BeginShaderMode(shader); // Enable our custom shader for next shapes/textures drawings
|
|
DrawTexture(texture, 0, 0, Color.White); // Drawing BLANK texture, all rendering magic happens on shader
|
|
EndShaderMode(); // Disable our custom shader, return to default shader
|
|
|
|
DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, Color.Maroon);
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
public void Unload()
|
|
{
|
|
UnloadShader(shader);
|
|
UnloadTexture(texture);
|
|
}
|
|
|
|
public static int Main()
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture rendering");
|
|
|
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
var game = new TextureDrawing();
|
|
game.Init();
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
{
|
|
game.Update();
|
|
}
|
|
|
|
game.Unload();
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|
|
}
|