eratosthenes sieve
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//! raylib [shaders] example - eratosthenes sieve
//!
//! Zig-API translation of examples/shaders/shaders_eratosthenes_sieve.c (raylib 6.2).
//!
//! NOTE: Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve
//!
//! "Sift the twos and sift the threes,
//! The Sieve of Eratosthenes.
//! When the multiples sublime,
//! the numbers that are left are prime."
//!
//! Example contributed by ProfJski (@ProfJski) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2019-2025 ProfJski (@ProfJski) and Ramon Santamaria (@raysan5)
const std = @import("std");
const rl = @import("raylib");
const glsl_version = 330;
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [shaders] example - eratosthenes sieve");
defer rl.closeWindow(); // Close window and OpenGL context
const target = try rl.loadRenderTexture(screen_width, screen_height);
defer rl.unloadRenderTexture(target);
// Load Eratosthenes shader
// NOTE: Defining null for vertex shader forces usage of internal default vertex shader
const shader = try rl.loadShader(null, std.fmt.comptimePrint("resources/shaders/glsl{d}/eratosthenes.fs", .{glsl_version}));
defer rl.unloadShader(shader);
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
// Nothing to do here, everything is happening in the shader
// Draw
{
rl.beginTextureMode(target); // Enable drawing to texture
defer rl.endTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
rl.clearBackground(.black); // Clear the render texture
// Draw a rectangle in shader mode to be used as shader canvas
// NOTE: Rectangle uses font white character texture coordinates,
// so shader can not be applied here directly because input vertexTexCoord
// do not represent full screen coordinates (space where want to apply shader)
rl.drawRectangle(0, 0, rl.getScreenWidth(), rl.getScreenHeight(), .black);
}
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white); // Clear screen background
rl.beginShaderMode(shader);
defer rl.endShaderMode();
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
const source: rl.Rectangle = .{
.x = 0,
.y = 0,
.width = @floatFromInt(target.texture.width),
.height = @floatFromInt(-target.texture.height),
};
rl.drawTextureRec(target.texture, source, .{ .x = 0.0, .y = 0.0 }, .white);
}
}/*******************************************************************************************
*
* raylib [shaders] example - eratosthenes sieve
*
* Example complexity rating: [★★★☆] 3/4
*
* NOTE: Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve
*
* "Sift the twos and sift the threes,
* The Sieve of Eratosthenes.
* When the multiples sublime,
* the numbers that are left are prime."
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
*
* Example originally created with raylib 2.5, last time updated with raylib 4.0
*
* Example contributed by ProfJski (@ProfJski) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2025 ProfJski (@ProfJski) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - eratosthenes sieve");
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Load Eratosthenes shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION));
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Nothing to do here, everything is happening in the shader
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(BLACK); // Clear the render texture
// Draw a rectangle in shader mode to be used as shader canvas
// NOTE: Rectangle uses font white character texture coordinates,
// so shader can not be applied here directly because input vertexTexCoord
// do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
BeginDrawing();
ClearBackground(RAYWHITE); // Clear screen background
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
EndShaderMode();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.