Example review
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4 changed files with 106 additions and 126 deletions
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@ -1,29 +1,29 @@
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#version 100
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#version 100
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precision mediump float;
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precision mediump float;
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const int colors = 8;
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const int colors = 8;
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// Input vertex attributes (from vertex shader)
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec4 fragColor;
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// Input uniform values
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform ivec3 palette[colors];
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uniform ivec3 palette[colors];
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void main()
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void main()
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{
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{
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// Texel color fetching from texture sampler
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
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vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
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// Convert the (normalized) texel color RED component (GB would work, too)
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// Convert the (normalized) texel color RED component (GB would work, too)
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// to the palette index by scaling up from [0, 1] to [0, 255].
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// to the palette index by scaling up from [0, 1] to [0, 255].
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int index = int(texelColor.r * 255.0);
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int index = int(texelColor.r * 255.0);
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ivec3 color = palette[index];
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ivec3 color = palette[index];
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// Calculate final fragment color. Note that the palette color components
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// Calculate final fragment color. Note that the palette color components
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// are defined in the range [0, 255] and need to be normalized to [0, 1]
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// are defined in the range [0, 255] and need to be normalized to [0, 1]
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// for OpenGL to work.
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// for OpenGL to work.
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gl_FragColor = vec4(color / 255.0, texelColor.a);
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gl_FragColor = vec4(color / 255.0, texelColor.a);
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}
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}
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@ -1,27 +1,27 @@
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#version 120
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#version 120
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const int colors = 8;
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const int colors = 8;
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// Input fragment attributes (from fragment shader)
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// Input fragment attributes (from fragment shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec4 fragColor;
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// Input uniform values
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform ivec3 palette[colors];
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uniform ivec3 palette[colors];
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void main()
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void main()
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{
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{
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// Texel color fetching from texture sampler
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
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vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
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// Convert the (normalized) texel color RED component (GB would work, too)
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// Convert the (normalized) texel color RED component (GB would work, too)
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// to the palette index by scaling up from [0, 1] to [0, 255].
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// to the palette index by scaling up from [0, 1] to [0, 255].
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int index = int(texelColor.r * 255.0);
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int index = int(texelColor.r * 255.0);
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ivec3 color = palette[index];
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ivec3 color = palette[index];
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// Calculate final fragment color. Note that the palette color components
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// Calculate final fragment color. Note that the palette color components
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// are defined in the range [0, 255] and need to be normalized to [0, 1]
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// are defined in the range [0, 255] and need to be normalized to [0, 1]
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// for OpenGL to work.
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// for OpenGL to work.
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gl_FragColor = vec4(color / 255.0, texelColor.a);
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gl_FragColor = vec4(color / 255.0, texelColor.a);
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}
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}
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@ -1,30 +1,30 @@
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#version 330
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#version 330
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const int colors = 8;
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const int colors = 8;
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// Input fragment attributes (from fragment shader)
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// Input fragment attributes (from fragment shader)
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in vec2 fragTexCoord;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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in vec4 fragColor;
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// Input uniform values
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform ivec3 palette[colors];
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uniform ivec3 palette[colors];
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// Output fragment color
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// Output fragment color
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out vec4 finalColor;
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out vec4 finalColor;
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void main()
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void main()
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{
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{
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// Texel color fetching from texture sampler
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
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vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
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// Convert the (normalized) texel color RED component (GB would work, too)
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// Convert the (normalized) texel color RED component (GB would work, too)
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// to the palette index by scaling up from [0, 1] to [0, 255].
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// to the palette index by scaling up from [0, 1] to [0, 255].
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int index = int(texelColor.r * 255.0);
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int index = int(texelColor.r*255.0);
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ivec3 color = palette[index];
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ivec3 color = palette[index];
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// Calculate final fragment color. Note that the palette color components
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// Calculate final fragment color. Note that the palette color components
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// are defined in the range [0, 255] and need to be normalized to [0, 1]
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// are defined in the range [0, 255] and need to be normalized to [0, 1]
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// for OpenGL to work.
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// for OpenGL to work.
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finalColor = vec4(color / 255.0, texelColor.a);
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finalColor = vec4(color/255.0, texelColor.a);
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}
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}
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@ -29,7 +29,7 @@
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#define VALUES_PER_COLOR 3
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#define VALUES_PER_COLOR 3
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static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = {
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static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = {
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{
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{ // 3-BIT RGB
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0, 0, 0,
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0, 0, 0,
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255, 0, 0,
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255, 0, 0,
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0, 255, 0,
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0, 255, 0,
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@ -39,7 +39,7 @@ static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = {
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255, 255, 0,
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255, 255, 0,
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255, 255, 255,
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255, 255, 255,
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},
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},
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{
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{ // AMMO-8 (GameBoy-like)
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4, 12, 6,
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4, 12, 6,
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17, 35, 24,
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17, 35, 24,
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30, 58, 41,
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30, 58, 41,
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@ -49,7 +49,7 @@ static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = {
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190, 220, 127,
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190, 220, 127,
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238, 255, 204,
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238, 255, 204,
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},
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},
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{
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{ // RKBV (2-strip film)
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21, 25, 26,
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21, 25, 26,
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138, 76, 88,
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138, 76, 88,
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217, 98, 117,
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217, 98, 117,
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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int paletteLoc = GetShaderLocation(shader, "palette");
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int paletteLoc = GetShaderLocation(shader, "palette");
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// Initial index not set, will be automatically bounded below.
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int currentPalette = 0;
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int currentPalette = -1;
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int lineHeight = screenHeight/COLORS_PER_PALETTE;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -96,21 +96,15 @@ int main()
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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int paletteIndex = currentPalette;
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if (IsKeyPressed(KEY_RIGHT)) currentPalette++;
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if (IsKeyPressed(KEY_RIGHT)) paletteIndex++;
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else if (IsKeyPressed(KEY_LEFT)) currentPalette--;
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else if (IsKeyPressed(KEY_LEFT)) paletteIndex--;
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if (paletteIndex >= MAX_PALETTES) paletteIndex = 0;
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if (currentPalette >= MAX_PALETTES) currentPalette = 0;
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else if (paletteIndex < 0) paletteIndex = MAX_PALETTES - 1;
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else if (currentPalette < 0) currentPalette = MAX_PALETTES - 1;
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// Send new value to the shader to be used on drawing.
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// Send new value to the shader to be used on drawing.
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// Note that we are sending RGB triplets w/o the alpha channel *only* if the current
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// NOTE: We are sending RGB triplets w/o the alpha channel
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// palette index has changed (in order to save performances).
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SetShaderValueV(shader, paletteLoc, palettes[currentPalette], UNIFORM_IVEC3, COLORS_PER_PALETTE);
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if (currentPalette != paletteIndex)
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{
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currentPalette = paletteIndex;
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SetShaderValueV(shader, paletteLoc, palettes[currentPalette], UNIFORM_IVEC3, COLORS_PER_PALETTE);
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}
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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// Draw
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BeginShaderMode(shader);
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BeginShaderMode(shader);
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// Draw horizontal screen-wide rectangles with increasing "palette index".
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for (int i = 0; i < COLORS_PER_PALETTE; i++)
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// The used palette index is encoded in the RGB components of the pixel.
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int linesPerRectangle = screenHeight / COLORS_PER_PALETTE;
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int leftover = screenHeight % COLORS_PER_PALETTE;
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int y = 0;
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for (int i = 0; i < COLORS_PER_PALETTE; ++i)
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{
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{
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int height = linesPerRectangle;
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// Draw horizontal screen-wide rectangles with increasing "palette index"
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// The used palette index is encoded in the RGB components of the pixel
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if (leftover > 0)
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DrawRectangle(0, lineHeight*i, GetScreenWidth(), lineHeight, (Color){ i, i, i, 255 });
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{
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height += 1;
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leftover -= 1;
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}
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DrawRectangle(0, y, screenWidth, height, (Color){ i, i, i, 255 });
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y += height;
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}
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}
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EndShaderMode();
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EndShaderMode();
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DrawText("CURRENT PALETTE:", 10, 15, 20, RAYWHITE);
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DrawText("< >", 10, 10, 30, DARKBLUE);
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DrawText(paletteText[currentPalette], 240, 15, 20, RED);
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DrawText("CURRENT PALETTE:", 60, 15, 20, RAYWHITE);
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DrawText("< >", 540, 10, 30, DARKBLUE);
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DrawText(paletteText[currentPalette], 300, 15, 20, RED);
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DrawFPS(700, 15);
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DrawFPS(700, 15);
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EndDrawing();
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EndDrawing();
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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UnloadShader(shader); // Unload shader
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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return 0;
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return 0;
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