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shaders_texture_waves.jai
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shaders_texture_waves.jai
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/*
*
* raylib [shaders] example - Texture Waves
*
* 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), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* 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 Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#import "raylib";
#import "Math";
#if OS == .WINDOWS || OS == .MACOS
GLSL_VERSION :: 330;
else
GLSL_VERSION :: 100;
main :: ()
{
// Initialization
//--------------------------------------------------------------------------------------
screenWidth :: 800;
screenHeight :: 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
defer CloseWindow();
// Load texture texture to apply shaders
texture := LoadTexture("resources/space.png");
defer UnloadTexture(texture); // Unload texture
// Load shader and setup location points and values
shader := LoadShader(null, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
defer UnloadShader(shader);
secondsLoc := GetShaderLocation(shader, "secondes");
freqXLoc := GetShaderLocation(shader, "freqX");
freqYLoc := GetShaderLocation(shader, "freqY");
ampXLoc := GetShaderLocation(shader, "ampX");
ampYLoc := GetShaderLocation(shader, "ampY");
speedXLoc := GetShaderLocation(shader, "speedX");
speedYLoc := GetShaderLocation(shader, "speedY");
// Shader uniform values that can be updated at any time
freqX:float = 25.0;
freqY:float = 25.0;
ampX:float = 5.0;
ampY:float = 5.0;
speedX:float = 8.0;
speedY:float = 8.0;
screenSize: [2]float;
screenSize[0] = cast(float)GetScreenWidth();
screenSize[1] = cast(float)GetScreenHeight();
SetShaderValue(shader, GetShaderLocation(shader, "size"), *screenSize, .SHADER_UNIFORM_VEC2);
SetShaderValue(shader, freqXLoc, *freqX, .SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, freqYLoc, *freqY, .SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, ampXLoc, *ampX, .SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, ampYLoc, *ampY, .SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, speedXLoc, *speedX, .SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, speedYLoc, *speedY, .SHADER_UNIFORM_FLOAT);
seconds:float = 0.0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
// -------------------------------------------------------------------------------------------------------------
// Main game loop
while !WindowShouldClose() // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
seconds += GetFrameTime();
SetShaderValue(shader, secondsLoc, *seconds, .SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
{
BeginDrawing();
defer EndDrawing();
ClearBackground(RAYWHITE);
{
BeginShaderMode(shader);
defer EndShaderMode();
DrawTexture(texture, 0, 0, WHITE);
DrawTexture(texture, texture.width, 0, WHITE);
}
}
//----------------------------------------------------------------------------------
}
}