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local atlas = nil
local shader = nil
local GLSL_VERSION = "330" -- PLATFORM_DESKTOP
function RL.init()
RL.SetWindowTitle( "Texture atlas repeat shader" )
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
local path = RL.GetBasePath().."../resources/"
local shaderPath = path.."/shaders/glsl"..GLSL_VERSION.."/"
shader = RL.LoadShader( shaderPath.."base.vs", shaderPath.."atlas_repeat.fs" )
atlas = RL.LoadTexture( path.."images/tiles.png" )
local loc = RL.GetShaderLocation( shader, "atlasSize" )
RL.SetShaderValue( shader, loc, RL.GetTextureSize( atlas ), RL.SHADER_UNIFORM_VEC2 )
loc = RL.GetShaderLocation( shader, "tileTexSize" )
RL.SetShaderValue( shader, loc, { 32, 32 }, RL.SHADER_UNIFORM_VEC2 )
-- Set texture for DrawTriangle.
RL.SetShapesTexture( atlas, { 32 * 4, 0, 32, 32 } )
end
function RL.update( delta )
end
function RL.draw()
RL.ClearBackground( RL.RAYWHITE )
RL.BeginShaderMode( shader )
RL.DrawTexturePro( atlas, { 0, 0, 32, 32 }, { 0, 0, 64, 64 }, { 0.0, 0.0 }, 0.0, RL.WHITE )
RL.DrawTexturePro( atlas, { 32, 0, 32, 32 }, { 0, 64, 128, 64 }, { 0.0, 0.0 }, 0.0, RL.WHITE )
RL.DrawTriangle( { 32, 200 }, { 128, 400 }, { 320, 240 }, RL.WHITE )
RL.EndShaderMode()
end
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