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local monitor = 0
local shader = -1
local texture = -1
local textureSize
local GLSL_VERSION = "330" -- PLATFORM_DESKTOP
-- local GLSL_VERSION = "100" -- PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
local secondsLoc
function RL.init()
local mPos = RL.GetMonitorPosition( monitor )
local mSize = RL.GetMonitorSize( monitor )
local winSize = RL.GetScreenSize()
RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
texture = RL.LoadTexture( RL.GetBasePath().."../resources/images/cat.png" )
textureSize = RL.GetTextureSize( texture )
shader = RL.LoadShader( nil, RL.GetBasePath().."../resources/shaders/glsl"..GLSL_VERSION.."/wave.fs" )
secondsLoc = RL.GetShaderLocation( shader, "secondes" )
local sizeLoc = RL.GetShaderLocation( shader, "size" )
local freqXLoc = RL.GetShaderLocation( shader, "freqX" )
local freqYLoc = RL.GetShaderLocation( shader, "freqY" )
local ampXLoc = RL.GetShaderLocation( shader, "ampX" )
local ampYLoc = RL.GetShaderLocation( shader, "ampY" )
local speedXLoc = RL.GetShaderLocation( shader, "speedX" )
local speedYLoc = RL.GetShaderLocation( shader, "speedY" )
local freqX = 25.0
local freqY = 25.0
local ampX = 5.0
local ampY = 5.0
local speedX = 8.0
local speedY = 8.0
RL.SetShaderValue( shader, sizeLoc, textureSize, RL.SHADER_UNIFORM_VEC2 )
RL.SetShaderValue( shader, freqXLoc, { freqX }, RL.SHADER_UNIFORM_FLOAT )
RL.SetShaderValue( shader, freqYLoc, { freqY }, RL.SHADER_UNIFORM_FLOAT )
RL.SetShaderValue( shader, ampXLoc, { ampX }, RL.SHADER_UNIFORM_FLOAT )
RL.SetShaderValue( shader, ampYLoc, { ampY }, RL.SHADER_UNIFORM_FLOAT )
RL.SetShaderValue( shader, speedXLoc, { speedX }, RL.SHADER_UNIFORM_FLOAT )
RL.SetShaderValue( shader, speedYLoc, { speedY }, RL.SHADER_UNIFORM_FLOAT )
end
local seconds = 0.0
function RL.draw()
seconds = seconds + RL.GetFrameTime();
RL.SetShaderValue( shader, secondsLoc, { seconds }, RL.SHADER_UNIFORM_FLOAT );
RL.ClearBackground( { 100, 150, 100 } )
RL.BeginShaderMode( shader )
RL.DrawTexture( texture, { 0, 0 }, RL.WHITE );
RL.EndShaderMode()
end
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