Combine shaders

This commit is contained in:
Anstro Pleuton 2025-01-22 04:52:09 -08:00
commit bbd6f8cf24

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@ -23,6 +23,44 @@
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Declare custom Structs
//------------------------------------------------------------------------------------
// Rounded rectangle data
typedef struct {
Vector4 cornerRadius; // Individual corner radius (top-left, top-right, bottom-left, bottom-right)
// Shadow variables
float shadowRadius;
Vector2 shadowOffset;
float shadowScale;
// Border variables
float borderThickness; // Inner-border thickness
// Shader locations
int rectangleLoc;
int radiusLoc;
int colorLoc;
int shadowRadiusLoc;
int shadowOffsetLoc;
int shadowScaleLoc;
int shadowColorLoc;
int borderThicknessLoc;
int borderColorLoc;
} RoundedRectangle;
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
// Create a rounded rectangle and set uniform locations
static RoundedRectangle CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader);
// Update rounded rectangle uniforms
static void UpdateRoundedRectangle(RoundedRectangle rec, Shader shader);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
@ -33,76 +71,28 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
const Color rectangleColor = BLUE;
const Color shadowColor = DARKBLUE;
const Color borderColor = SKYBLUE;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Rounded Rectangle");
// Shader loading
//--------------------------------------------------------------------------------------
// Load the rectangle shader which will draw the rectangle with rounded corners
Shader rectangleShader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/rounded_rectangle.fs", GLSL_VERSION));
// Load the shader
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/rounded_rectangle.fs", GLSL_VERSION));
// Organized into an array for easy access
int rectangleShaderLocs[4] = {
GetShaderLocation(rectangleShader, "rectangle"), // vec4, rectangle bounds (x, y, width, height, NOTE: Y axis is flipped)
GetShaderLocation(rectangleShader, "radius"), // vec4, radius corners (top-left, top-right, bottom-left, bottom-right)
GetShaderLocation(rectangleShader, "aaPower"), // float, anti-aliasing power
GetShaderLocation(rectangleShader, "aaDistance") // float, anti-aliasing distance
};
// Create a rounded rectangle
RoundedRectangle roundedRectangle = CreateRoundedRectangle(
(Vector4){ 5.0f, 10.0f, 15.0f, 20.0f }, // Corner radius
20.0f, // Shadow radius
(Vector2){ 0.0f, -5.0f }, // Shadow offset
0.95f, // Shadow scale
5.0f, // Border thickness
shader // Shader
);
// Load the rectangle shadow shader which will draw the rectangle's shadow
Shader rectangleShadowShader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/rounded_rectangle_shadow.fs", GLSL_VERSION));
int rectangleShadowShaderLocs[8] = {
GetShaderLocation(rectangleShadowShader, "rectangle"), // vec4, rectangle bounds (x, y, width, height)
GetShaderLocation(rectangleShadowShader, "radius"), // vec4, radius corners (top-left, top-right, bottom-left, bottom-right)
GetShaderLocation(rectangleShadowShader, "shadowRadius"), // float, shadow radius
GetShaderLocation(rectangleShadowShader, "shadowPower"), // float, shadow power
GetShaderLocation(rectangleShadowShader, "shadowOffset"), // vec2, shadow offset (NOTE: Y axis is flipped)
GetShaderLocation(rectangleShadowShader, "shadowScale"), // float, shadow scale
GetShaderLocation(rectangleShadowShader, "aaPower"), // float, anti-aliasing power
GetShaderLocation(rectangleShadowShader, "aaDistance") // float, anti-aliasing distance
};
// Load the rectangle border shader which will draw the rectangle's border
Shader rectangleBorderShader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/rounded_rectangle_border.fs", GLSL_VERSION));
int rectangleBorderShaderLocs[5] = {
GetShaderLocation(rectangleBorderShader, "rectangle"), // vec4, rectangle bounds (x, y, width, height)
GetShaderLocation(rectangleBorderShader, "radius"), // vec4, radius corners (top-left, top-right, bottom-left, bottom-right)
GetShaderLocation(rectangleBorderShader, "borderThickness"), // float, border thickness
GetShaderLocation(rectangleBorderShader, "aaPower"), // float, anti-aliasing power
GetShaderLocation(rectangleBorderShader, "aaDistance") // float, anti-aliasing distance
};
//--------------------------------------------------------------------------------------
// Set parameters
//--------------------------------------------------------------------------------------
// Set 4 radius values for the rounded corners in pixels (top-left, top-right, bottom-left, bottom-right)
SetShaderValue(rectangleShader, rectangleShaderLocs[1], (float[]){ 5.0f, 10.0f, 15.0f, 20.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[1], (float[]){ 5.0f, 10.0f, 15.0f, 20.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[1], (float[]){ 5.0f, 10.0f, 15.0f, 20.0f }, SHADER_UNIFORM_VEC4);
// Set shadow parameters (in pixels)
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[2], (float[]){ 20.0f }, SHADER_UNIFORM_FLOAT); // Shadow radius
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[3], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT); // Shadow power
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[4], (float[]){ 0.0f, -5.0f }, SHADER_UNIFORM_VEC2); // Shadow offset
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[5], (float[]){ 0.95f }, SHADER_UNIFORM_FLOAT); // Shadow scale
// Set border parameters (in pixels)
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[2], (float[]){ 5.0f }, SHADER_UNIFORM_FLOAT); // Border thickness
// Set anti-aliasing (power and distance) parameters for all shaders
SetShaderValue(rectangleShader, rectangleShaderLocs[2], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT);
SetShaderValue(rectangleShader, rectangleShaderLocs[3], (float[]){ 1.0f }, SHADER_UNIFORM_FLOAT);
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[6], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT);
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[7], (float[]){ 1.0f }, SHADER_UNIFORM_FLOAT);
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[3], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT);
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[4], (float[]){ 1.0f }, SHADER_UNIFORM_FLOAT);
//--------------------------------------------------------------------------------------
// Update shader uniforms
UpdateRoundedRectangle(roundedRectangle, shader);
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@ -116,78 +106,82 @@ int main(void)
ClearBackground(RAYWHITE);
// NOTE: Draw rectangle's shadow first using shader
DrawRectangleLines(30, 50, 150, 100, DARKGRAY);
DrawText("Rectangle shadow shader", 30, 35, 10, DARKGRAY);
// Draw rectangle box with rounded corners using shader
Rectangle rec = { 50, 70, 110, 60 };
DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
DrawText("Rounded rectangle", rec.x - 20, rec.y - 35, 10, DARKGRAY);
// Flip Y axis to match shader coordinate system
rec.y = GetScreenHeight() - rec.y - rec.height;
rec.y = screenHeight - rec.y - rec.height;
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
// Only rectangle color
SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { rectangleColor.r/255.0f, rectangleColor.g/255.0f, rectangleColor.b/255.0f, rectangleColor.a/255.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
BeginShaderMode(rectangleShadowShader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), DARKBLUE);
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
// Draw rectangle box with rounded corners using shader
DrawRectangleLines(30, 180, 150, 100, DARKGRAY);
DrawText("Rounded rectangle shader", 30, 165, 10, DARKGRAY);
// Draw rectangle shadow using shader
rec = (Rectangle){ 50, 200, 110, 60 };
rec.y = GetScreenHeight() - rec.y - rec.height;
DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
DrawText("Rounded rectangle shadow", rec.x - 20, rec.y - 35, 10, DARKGRAY);
SetShaderValue(rectangleShader, rectangleShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
rec.y = screenHeight - rec.y - rec.height;
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
BeginShaderMode(rectangleShader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
// Only shadow color
SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { shadowColor.r/255.0f, shadowColor.g/255.0f, shadowColor.b/255.0f, shadowColor.a/255.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
// Draw rectangle's border using shader
DrawRectangleLines(30, 310, 150, 100, DARKGRAY);
DrawText("Rectangle border shader", 30, 295, 10, DARKGRAY);
rec = (Rectangle){ 50, 330, 110, 60 };
rec.y = GetScreenHeight() - rec.y - rec.height;
DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
DrawText("Rounded rectangle border", rec.x - 20, rec.y - 35, 10, DARKGRAY);
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
rec.y = screenHeight - rec.y - rec.height;
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
BeginShaderMode(rectangleBorderShader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), SKYBLUE);
// Only border color
SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4);
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
// Draw one more rectangle with all three combined
//--------------------------------------------------------------------------------------------------
DrawRectangleLines(210, 50, 560, 360, DARKGRAY);
DrawText("Rectangle all three combined", 210, 35, 10, DARKGRAY);
// Draw one more rectangle with all three colors
rec = (Rectangle){ 240, 80, 500, 300 };
rec.y = GetScreenHeight() - rec.y - rec.height;
DrawRectangleLines(rec.x - 30, rec.y - 30, rec.width + 60, rec.height + 60, DARKGRAY);
DrawText("Rectangle with all three combined", rec.x - 30, rec.y - 45, 10, DARKGRAY);
// Draw shadow
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
rec.y = screenHeight - rec.y - rec.height;
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
BeginShaderMode(rectangleShadowShader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), DARKBLUE);
// All three colors
SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { rectangleColor.r/255.0f, rectangleColor.g/255.0f, rectangleColor.b/255.0f, rectangleColor.a/255.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { shadowColor.r/255.0f, shadowColor.g/255.0f, shadowColor.b/255.0f, shadowColor.a/255.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4);
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
// Draw rectangle
SetShaderValue(rectangleShader, rectangleShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
BeginShaderMode(rectangleShader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
EndShaderMode();
// Draw border
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
BeginShaderMode(rectangleBorderShader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), SKYBLUE);
EndShaderMode();
//--------------------------------------------------------------------------------------------------
DrawText("(c) Rounded rectangle SDF by Iñigo Quilez. MIT License.", GetScreenWidth() - 300, GetScreenHeight() - 20, 10, BLACK);
DrawText("(c) Rounded rectangle SDF by Iñigo Quilez. MIT License.", screenWidth - 300, screenHeight - 20, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
@ -195,14 +189,50 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload shader
UnloadShader(rectangleShader);
UnloadShader(rectangleShadowShader);
UnloadShader(rectangleBorderShader);
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}
//------------------------------------------------------------------------------------
// Module Functions Definitions
//------------------------------------------------------------------------------------
// Create a rounded rectangle and set uniform locations
RoundedRectangle CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader)
{
RoundedRectangle rec;
rec.cornerRadius = cornerRadius;
rec.shadowRadius = shadowRadius;
rec.shadowOffset = shadowOffset;
rec.shadowScale = shadowScale;
rec.borderThickness = borderThickness;
// Get shader uniform locations
rec.rectangleLoc = GetShaderLocation(shader, "rectangle");
rec.radiusLoc = GetShaderLocation(shader, "radius");
rec.colorLoc = GetShaderLocation(shader, "color");
rec.shadowRadiusLoc = GetShaderLocation(shader, "shadowRadius");
rec.shadowOffsetLoc = GetShaderLocation(shader, "shadowOffset");
rec.shadowScaleLoc = GetShaderLocation(shader, "shadowScale");
rec.shadowColorLoc = GetShaderLocation(shader, "shadowColor");
rec.borderThicknessLoc = GetShaderLocation(shader, "borderThickness");
rec.borderColorLoc = GetShaderLocation(shader, "borderColor");
UpdateRoundedRectangle(rec, shader);
return rec;
}
// Update rounded rectangle uniforms
void UpdateRoundedRectangle(RoundedRectangle rec, Shader shader)
{
SetShaderValue(shader, rec.radiusLoc, (float[]){ rec.cornerRadius.x, rec.cornerRadius.y, rec.cornerRadius.z, rec.cornerRadius.w }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, rec.shadowRadiusLoc, &rec.shadowRadius, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, rec.shadowOffsetLoc, (float[]){ rec.shadowOffset.x, rec.shadowOffset.y }, SHADER_UNIFORM_VEC2);
SetShaderValue(shader, rec.shadowScaleLoc, &rec.shadowScale, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, rec.borderThicknessLoc, &rec.borderThickness, SHADER_UNIFORM_FLOAT);
}