Support multiple sample2D on batch drawing #1333

This commit is contained in:
Ray 2020-10-29 20:22:52 +01:00
parent 60d874caf8
commit 8a16348131
4 changed files with 146 additions and 9 deletions

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#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform vec4 colDiffuse;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor0 = texture2D(texture0, fragTexCoord);
vec4 texelColor1 = texture2D(texture1, fragTexCoord);
gl_FragColor = (texelColor0 + texelColor1)*0.5f;
}

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#version 330
// Input vertex attributes (from vertex shader)
in vec3 vertexPos;
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform vec4 colDiffuse;
out vec4 finalColor;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor0 = texture(texture0, fragTexCoord);
vec4 texelColor1 = texture(texture1, fragTexCoord);
finalColor = (texelColor0 + texelColor1)*0.5f;
}

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/*******************************************************************************************
*
* raylib [shaders] example - Multiple sample2D with default batch system
*
* 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 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2020 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D");
Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
Texture texRed = LoadTextureFromImage(imRed);
UnloadImage(imRed);
Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 });
Texture texBlue = LoadTextureFromImage(imBlue);
UnloadImage(imBlue);
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION));
// Set an additional sampler2D, using another texture1
// NOTE: Additional samplers are enabled for all batch calls
SetShaderValueTexture(shader, GetShaderLocation(shader, "texture1"), texBlue);
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
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(shader);
// We are drawing texture using default sampler2D but
// but additional texture units will be also enabled
DrawTexture(texRed, 0, 0, WHITE);
EndShaderMode();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texRed); // Unload texture
UnloadTexture(texBlue); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}