1 | /*******************************************************************************************
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2 | *
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3 | * raylib [shaders] example - Color palette switch
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4 | *
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5 | * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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6 | * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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7 | *
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8 | * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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9 | * on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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10 | * raylib comes with shaders ready for both versions, check raylib/shaders install folder
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11 | *
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12 | * This example has been created using raylib 2.3 (www.raylib.com)
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13 | * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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14 | *
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15 | * Example contributed by Marco Lizza (@MarcoLizza) and reviewed by Ramon Santamaria (@raysan5)
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16 | *
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17 | * Copyright (c) 2019 Marco Lizza (@MarcoLizza) and Ramon Santamaria (@raysan5)
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18 | *
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19 | ********************************************************************************************/
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20 |
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21 | #include "raylib.h"
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22 |
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23 | #if defined(PLATFORM_DESKTOP)
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24 | #define GLSL_VERSION 330
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25 | #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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26 | #define GLSL_VERSION 100
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27 | #endif
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28 |
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29 | #define MAX_PALETTES 3
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30 | #define COLORS_PER_PALETTE 8
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31 | #define VALUES_PER_COLOR 3
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32 |
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33 | static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = {
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34 | { // 3-BIT RGB
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35 | 0, 0, 0,
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36 | 255, 0, 0,
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37 | 0, 255, 0,
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38 | 0, 0, 255,
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39 | 0, 255, 255,
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40 | 255, 0, 255,
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41 | 255, 255, 0,
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42 | 255, 255, 255,
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43 | },
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44 | { // AMMO-8 (GameBoy-like)
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45 | 4, 12, 6,
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46 | 17, 35, 24,
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47 | 30, 58, 41,
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48 | 48, 93, 66,
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49 | 77, 128, 97,
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50 | 137, 162, 87,
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51 | 190, 220, 127,
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52 | 238, 255, 204,
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53 | },
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54 | { // RKBV (2-strip film)
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55 | 21, 25, 26,
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56 | 138, 76, 88,
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57 | 217, 98, 117,
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58 | 230, 184, 193,
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59 | 69, 107, 115,
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60 | 75, 151, 166,
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61 | 165, 189, 194,
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62 | 255, 245, 247,
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63 | }
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64 | };
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65 |
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66 | static const char *paletteText[] = {
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67 | "3-BIT RGB" ,
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68 | "AMMO-8 (GameBoy-like)" ,
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69 | "RKBV (2-strip film)"
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70 | };
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71 |
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72 | int main(void)
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73 | {
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74 | // Initialization
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75 | //--------------------------------------------------------------------------------------
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76 | const int screenWidth = 800;
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77 | const int screenHeight = 450;
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78 |
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79 | InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch" );
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80 |
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81 | // Load shader to be used on some parts drawing
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82 | // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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83 | // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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84 | Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette_switch.fs" , GLSL_VERSION));
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85 |
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86 | // Get variable (uniform) location on the shader to connect with the program
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87 | // NOTE: If uniform variable could not be found in the shader, function returns -1
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88 | int paletteLoc = GetShaderLocation(shader, "palette" );
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89 |
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90 | int currentPalette = 0;
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91 | int lineHeight = screenHeight/COLORS_PER_PALETTE;
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92 |
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93 | SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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94 | //--------------------------------------------------------------------------------------
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95 |
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96 | // Main game loop
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97 | while (!WindowShouldClose()) // Detect window close button or ESC key
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98 | {
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99 | // Update
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100 | //----------------------------------------------------------------------------------
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101 | if (IsKeyPressed(KEY_RIGHT)) currentPalette++;
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102 | else if (IsKeyPressed(KEY_LEFT)) currentPalette--;
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103 |
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104 | if (currentPalette >= MAX_PALETTES) currentPalette = 0;
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105 | else if (currentPalette < 0) currentPalette = MAX_PALETTES - 1;
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106 |
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107 | // Send new value to the shader to be used on drawing.
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108 | // NOTE: We are sending RGB triplets w/o the alpha channel
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109 | SetShaderValueV(shader, paletteLoc, palettes[currentPalette], UNIFORM_IVEC3, COLORS_PER_PALETTE);
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110 | //----------------------------------------------------------------------------------
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111 |
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112 | // Draw
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113 | //----------------------------------------------------------------------------------
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114 | BeginDrawing();
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115 |
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116 | ClearBackground(RAYWHITE);
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117 |
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118 | BeginShaderMode(shader);
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119 |
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120 | for (int i = 0; i < COLORS_PER_PALETTE; i++)
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121 | {
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122 | // Draw horizontal screen-wide rectangles with increasing "palette index"
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123 | // The used palette index is encoded in the RGB components of the pixel
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124 | DrawRectangle(0, lineHeight*i, GetScreenWidth(), lineHeight, (Color){ i, i, i, 255 });
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125 | }
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126 |
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127 | EndShaderMode();
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128 |
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129 | DrawText("< >" , 10, 10, 30, DARKBLUE);
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130 | DrawText("CURRENT PALETTE:" , 60, 15, 20, RAYWHITE);
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131 | DrawText(paletteText[currentPalette], 300, 15, 20, RED);
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132 |
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133 | DrawFPS(700, 15);
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134 |
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135 | EndDrawing();
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136 | //----------------------------------------------------------------------------------
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137 | }
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138 |
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139 | // De-Initialization
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140 | //--------------------------------------------------------------------------------------
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141 | UnloadShader(shader); // Unload shader
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142 |
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143 | CloseWindow(); // Close window and OpenGL context
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144 | //--------------------------------------------------------------------------------------
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145 |
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146 | return 0;
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147 | }
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148 | |