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raylib-cs/Examples/Shaders/Eratosthenes.cs

104 lines
3.9 KiB
C#

/*******************************************************************************************
*
* raylib [shaders] example - Sieve of Eratosthenes
*
* 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).
*
* 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 ProfJski and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 ProfJski and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shaders;
public class Eratosthenes
{
const int GlslVersion = 330;
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes");
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Load Eratosthenes shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/eratosthenes.fs");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
// Nothing to do here, everything is happening in the shader
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Enable drawing to texture
BeginTextureMode(target);
ClearBackground(Color.Black);
// 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);
// End drawing to texture (now we have a blank texture available for the shader)
EndTextureMode();
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();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
UnloadRenderTexture(target);
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}