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raylib-cs/Examples/Shaders/Eratosthenes.cs
2026-07-29 19:58:47 +02:00

128 lines
4.5 KiB
C#

/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
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;
}
}