raylib-zig/examples/shaders/shaders_ascii_rendering.zig
Maicon Santana 6ecc0455eb
[examples] Add core_monitor_change and shaders_ascii_rendering (#293)
* Add monitor_change example

* Adding `core_monitor_change` and `shaders_ascii_rendering` examples
2025-10-26 16:00:10 +01:00

101 lines
4.1 KiB
Zig

// 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);
//----------------------------------------------------------------------------------
}
}