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raylib-python-cffi/examples/shaders/shaders_texture_drawing.py
chriscamacho e49e2b4d65
completed fog example (#18)
* complete fog example
as both fog and basic lighting need the light system it made sense
to seperate it out, there are a few functions from raymath
int rlmath.py

* added shaders custom uniform

* added shaders_texture_waves.py

* added shaders_texture_drawing.py

* bug fix - unwanted transparent effect!

Co-authored-by: codifies <nospam@antispam.com>
2020-09-19 09:07:39 +01:00

75 lines
2.5 KiB
Python

#!/usr/bin/env python3
from raylib.dynamic import raylib as rl, ffi
from raylib.colors import *
# a few functions ported from raymath
from rlmath import *
#// Initialization
#//--------------------------------------------------------------------------------------
screenWidth = 800;
screenHeight = 450;
rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT| rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available)
rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting")
camera = ffi.new('struct Camera3D *', [
[2, 12, 6],
[0, .5, 0],
[0, 1, 0],
45,
rl.CAMERA_PERSPECTIVE
])
imBlank = rl.GenImageColor(1024, 1024, BLANK)
texture = rl.LoadTextureFromImage(imBlank) #// Load blank texture to fill on shader
rl.UnloadImage(imBlank);
#// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
shader = rl.LoadShader(b"", b"resources/shaders/glsl330/cubes_panning.fs");
time = ffi.new("float *", 0.0)
timeLoc = rl.GetShaderLocation(shader, b"uTime");
rl.SetShaderValue(shader, timeLoc, time, rl.UNIFORM_FLOAT);
rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second
#//--------------------------------------------------------------------------------------
#// Main game loop
while not rl.WindowShouldClose(): #// Detect window close button or ESC key
#// Update
#//----------------------------------------------------------------------------------
time[0] = rl.GetTime();
rl.SetShaderValue(shader, timeLoc, time, rl.UNIFORM_FLOAT);
#//----------------------------------------------------------------------------------
#// Draw
#//----------------------------------------------------------------------------------
rl.BeginDrawing()
rl.ClearBackground(RAYWHITE)
rl.BeginShaderMode(shader) #// Enable our custom shader for next shapes/textures drawings
rl.DrawTexture(texture, 0, 0, WHITE) #// Drawing BLANK texture, all magic happens on shader
rl.EndShaderMode() #// Disable our custom shader, return to default shader
rl.DrawText(b"BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON);
rl.EndDrawing()
#//----------------------------------------------------------------------------------
#// De-Initialization
#//--------------------------------------------------------------------------------------
rl.UnloadTexture(texture) #// Unload the texture
rl.CloseWindow() #// Close window and OpenGL context