// raylib-zig (c) 2025 Maicon Santana (@maiconpintoabreu) const builtin = @import("builtin"); const rl = @import("raylib"); const GLSL_VERSION: i16 = if (builtin.cpu.arch.isWasm()) 100 else 330; pub fn main() anyerror!void { // Initialization //-------------------------------------------------------------------------------------- const screenWidth = 800; const screenHeight = 450; rl.initWindow(screenWidth, screenHeight, "raylib-zig [core] example - monitor change"); // De-Initialization //-------------------------------------------------------------------------------------- defer rl.closeWindow(); // Close window and OpenGL context // Texture to test static drawing const fudesumi: rl.Texture2D = try rl.loadTexture("examples/shaders/resources/fudesumi.png"); defer fudesumi.unload(); // Texture to test moving drawing const raysan: rl.Texture2D = try rl.loadTexture("examples/shaders/resources/raysan.png"); defer raysan.unload(); // Load shader to be used on postprocessing const shader: rl.Shader = try rl.loadShader( null, rl.textFormat("examples/shaders/resources/shaders/glsl%i/ascii.fs", .{GLSL_VERSION}), ); // These locations are used to send data to the GPU const resolutionLoc: i32 = rl.getShaderLocation(shader, "resolution"); const fontSizeLoc: i32 = rl.getShaderLocation(shader, "fontSize"); // Set the character size for the ASCII effect // Fontsize should be 9 or more var fontSize: f32 = 9.0; // Send the updated values to the shader const resolution: rl.Vector2 = .{ .x = @floatFromInt(screenWidth), .y = @floatFromInt(screenHeight) }; rl.setShaderValue(shader, resolutionLoc, &resolution, .vec2); var circlePos: rl.Vector2 = .{ .x = 40.0, .y = @as(f32, @floatFromInt(screenHeight)) * 0.5 }; var circleSpeed: f32 = 1.0; // RenderTexture to apply the postprocessing later const target: rl.RenderTexture2D = try rl.loadRenderTexture(screenWidth, screenHeight); 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 //---------------------------------------------------------------------------------- circlePos.x += circleSpeed; if ((circlePos.x > 200.0) or (circlePos.x < 40.0)) circleSpeed *= -1; // Revert speed if (rl.isKeyPressed(.left) and (fontSize > 9.0)) fontSize -= 1.0; // Reduce fontSize if (rl.isKeyPressed(.right) and (fontSize < 15.0)) fontSize += 1.0; // Increase fontSize // Set fontsize for the shader rl.setShaderValue(shader, fontSizeLoc, &fontSize, .float); // Draw //---------------------------------------------------------------------------------- { rl.beginTextureMode(target); defer rl.endTextureMode(); rl.clearBackground(.white); // Draw scene in our render texture rl.drawTexture(fudesumi, 500, -30, .white); rl.drawTextureV(raysan, circlePos, .white); } rl.beginDrawing(); defer rl.endDrawing(); rl.clearBackground(.ray_white); { rl.beginShaderMode(shader); defer rl.endShaderMode(); // Draw the scene texture (that we rendered earlier) to the screen // The shader will process every pixel of this texture rl.drawTextureRec(target.texture, .{ .x = 0, .y = 0, .width = @floatFromInt(target.texture.width), .height = -@as(f32, @floatFromInt(target.texture.height)), }, .zero(), .white); } rl.drawRectangle(0, 0, screenWidth, 40, .black); rl.drawText(rl.textFormat("Ascii effect - FontSize:%2.0f - [Left] -1 [Right] +1 ", .{fontSize}), 120, 10, 20, .light_gray); rl.drawFPS(10, 10); //---------------------------------------------------------------------------------- } }