// A raylib port of https://github.com/raysan5/raylib/blob/master/examples/shaders/shaders_texture_outline.c const rl = @import("raylib"); const std = @import("std"); //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ pub fn main() anyerror!void { // Initialization //-------------------------------------------------------------------------------------- const screenWidth = 800; const screenHeight = 450; rl.initWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture"); const texture: rl.Texture2D = rl.loadTexture("resources/textures/fudesumi.png"); const shdrOutline: rl.Shader = rl.loadShader(null, "resources/shaders/glsl330/outline.fs"); var outlineSize: f32 = 2.0; const outlineColor = [4]f32{ 1.0, 0.0, 0.0, 1.0 }; // Normalized RED color const textureSize = rl.Vector2.init(@intToFloat(f32, texture.width), @intToFloat(f32, texture.height)); // Get shader locations const outlineSizeLoc = rl.getShaderLocation(shdrOutline, "outlineSize"); const outlineColorLoc = rl.getShaderLocation(shdrOutline, "outlineColor"); const textureSizeLoc = rl.getShaderLocation(shdrOutline, "textureSize"); // Set shader values (they can be changed later) rl.setShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, @enumToInt(rl.ShaderUniformDataType.SHADER_UNIFORM_FLOAT)); rl.setShaderValue(shdrOutline, outlineColorLoc, &outlineColor, @enumToInt(rl.ShaderUniformDataType.SHADER_UNIFORM_VEC4)); rl.setShaderValue(shdrOutline, textureSizeLoc, &textureSize, @enumToInt(rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2)); rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!rl.windowShouldClose()) { // Detect window close button or ESC key // Update //---------------------------------------------------------------------------------- outlineSize += rl.getMouseWheelMove(); if (outlineSize < 1.0) outlineSize = 1.0; rl.setShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, @enumToInt(rl.ShaderUniformDataType.SHADER_UNIFORM_FLOAT)); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- rl.beginDrawing(); rl.clearBackground(rl.Color.RAYWHITE); rl.beginShaderMode(shdrOutline); rl.drawTexture(texture, @divFloor(rl.getScreenWidth(), 2) - @divFloor(texture.width, 2), -30, rl.Color.WHITE); rl.endShaderMode(); rl.drawText("Shader-based\ntexture\noutline", 10, 10, 20, rl.Color.GRAY); //rl.drawText(rl.textFormat("Outline size: %i px", @floatToInt(i32, outlineSize)), 10, 120, 20, rl.Color.MAROON); rl.drawFPS(710, 10); rl.endDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- rl.unloadTexture(texture); rl.unloadShader(shdrOutline); rl.closeWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- }