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palette switch

★★★☆by Marco Lizza (@MarcoLizza)

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//! raylib [shaders] example - palette switch
//!
//! Zig-API translation of examples/shaders/shaders_palette_switch.c (raylib 6.2).
//! Example contributed by Marco Lizza (@MarcoLizza) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2019-2025 Marco Lizza (@MarcoLizza) and Ramon Santamaria (@raysan5)
//!
//! NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).

const std = @import("std");
const rl = @import("raylib");

const glsl_version = 330;

const colors_per_palette = 8;
const values_per_color = 3;

const Palette = struct {
    name: [:0]const u8,
    colors: [colors_per_palette][values_per_color]i32, // RGB, one ivec3 per color
};

const palettes = [_]Palette{
    .{ .name = "3-BIT RGB", .colors = .{
        .{ 0, 0, 0 },
        .{ 255, 0, 0 },
        .{ 0, 255, 0 },
        .{ 0, 0, 255 },
        .{ 0, 255, 255 },
        .{ 255, 0, 255 },
        .{ 255, 255, 0 },
        .{ 255, 255, 255 },
    } },
    .{ .name = "AMMO-8 (GameBoy-like)", .colors = .{
        .{ 4, 12, 6 },
        .{ 17, 35, 24 },
        .{ 30, 58, 41 },
        .{ 48, 93, 66 },
        .{ 77, 128, 97 },
        .{ 137, 162, 87 },
        .{ 190, 220, 127 },
        .{ 238, 255, 204 },
    } },
    .{ .name = "RKBV (2-strip film)", .colors = .{
        .{ 21, 25, 26 },
        .{ 138, 76, 88 },
        .{ 217, 98, 117 },
        .{ 230, 184, 193 },
        .{ 69, 107, 115 },
        .{ 75, 151, 166 },
        .{ 165, 189, 194 },
        .{ 255, 245, 247 },
    } },
};

pub fn main() !void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.initWindow(screen_width, screen_height, "raylib [shaders] example - palette switch");
    defer rl.closeWindow(); // Close window and OpenGL context

    // Load shader to be used on some parts drawing
    // 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}/palette_switch.fs", .{glsl_version}));
    defer rl.unloadShader(shader);

    // Get variable (uniform) location on the shader to connect with the program
    // NOTE: If uniform variable could not be found in the shader, function returns -1
    const palette_loc = rl.getShaderLocation(shader, "palette");

    var current_palette: usize = 0;
    const line_height = screen_height / colors_per_palette;

    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
        if (rl.isKeyPressed(.right)) {
            current_palette = (current_palette + 1) % palettes.len;
        } else if (rl.isKeyPressed(.left)) {
            current_palette = (current_palette + palettes.len - 1) % palettes.len;
        }

        // Send palette data to the shader to be used on drawing
        // NOTE: We are sending RGB triplets w/o the alpha channel
        rl.setShaderValueV(shader, palette_loc, &palettes[current_palette].colors);

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        {
            rl.beginShaderMode(shader);
            defer rl.endShaderMode();

            for (0..colors_per_palette) |i| {
                // Draw horizontal screen-wide rectangles with increasing "palette index"
                // The used palette index is encoded in the RGB components of the pixel
                const index: u8 = @intCast(i);
                rl.drawRectangle(0, line_height * @as(i32, index), rl.getScreenWidth(), line_height, .{ .r = index, .g = index, .b = index, .a = 255 });
            }
        }

        rl.drawText("< >", 10, 10, 30, .dark_blue);
        rl.drawText("CURRENT PALETTE:", 60, 15, 20, .ray_white);
        rl.drawText(palettes[current_palette].name, 300, 15, 20, .red);

        rl.drawFPS(700, 15);
    }
}
/*******************************************************************************************
*
*   raylib [shaders] example - palette switch
*
*   Example complexity rating: [★★★☆] 3/4
*
*   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), to test this example
*         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
*         raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
*   Example originally created with raylib 2.5, last time updated with raylib 3.7
*
*   Example contributed by Marco Lizza (@MarcoLizza) 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 Marco Lizza (@MarcoLizza) 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

#define MAX_PALETTES            3
#define COLORS_PER_PALETTE      8
#define VALUES_PER_COLOR        3

//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = {
    {   // 3-BIT RGB
        0, 0, 0,
        255, 0, 0,
        0, 255, 0,
        0, 0, 255,
        0, 255, 255,
        255, 0, 255,
        255, 255, 0,
        255, 255, 255,
    },
    {   // AMMO-8 (GameBoy-like)
        4, 12, 6,
        17, 35, 24,
        30, 58, 41,
        48, 93, 66,
        77, 128, 97,
        137, 162, 87,
        190, 220, 127,
        238, 255, 204,
    },
    {   // RKBV (2-strip film)
        21, 25, 26,
        138, 76, 88,
        217, 98, 117,
        230, 184, 193,
        69, 107, 115,
        75, 151, 166,
        165, 189, 194,
        255, 245, 247,
    }
};

static const char *paletteText[] = {
    "3-BIT RGB",
    "AMMO-8 (GameBoy-like)",
    "RKBV (2-strip film)"
};

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette switch");

    // Load shader to be used on some parts drawing
    // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
    // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION));

    // Get variable (uniform) location on the shader to connect with the program
    // NOTE: If uniform variable could not be found in the shader, function returns -1
    int paletteLoc = GetShaderLocation(shader, "palette");

    int currentPalette = 0;
    int lineHeight = screenHeight/COLORS_PER_PALETTE;

    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
        //----------------------------------------------------------------------------------
        if (IsKeyPressed(KEY_RIGHT)) currentPalette++;
        else if (IsKeyPressed(KEY_LEFT)) currentPalette--;

        if (currentPalette >= MAX_PALETTES) currentPalette = 0;
        else if (currentPalette < 0) currentPalette = MAX_PALETTES - 1;

        // Send palette data to the shader to be used on drawing
        // NOTE: We are sending RGB triplets w/o the alpha channel
        SetShaderValueV(shader, paletteLoc, palettes[currentPalette], SHADER_UNIFORM_IVEC3, COLORS_PER_PALETTE);
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginShaderMode(shader);

                for (int i = 0; i < COLORS_PER_PALETTE; i++)
                {
                    // Draw horizontal screen-wide rectangles with increasing "palette index"
                    // The used palette index is encoded in the RGB components of the pixel
                    DrawRectangle(0, lineHeight*i, GetScreenWidth(), lineHeight, (Color){ i, i, i, 255 });
                }

            EndShaderMode();

            DrawText("< >", 10, 10, 30, DARKBLUE);
            DrawText("CURRENT PALETTE:", 60, 15, 20, RAYWHITE);
            DrawText(paletteText[currentPalette], 300, 15, 20, RED);

            DrawFPS(700, 15);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadShader(shader);       // Unload shader

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.