← ziglang.inraylib-zigGitHub

texture rendering

★★☆☆by Michał Ciesielski (@ciessielski)

There is no browser build of this example yet.

Is it the same as C?

//! raylib [shaders] example - texture rendering
//!
//! Zig-API translation of examples/shaders/shaders_texture_rendering.c (raylib 6.2).
//! Example contributed by Michał Ciesielski (@ciessielski) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2019-2025 Michał Ciesielski (@ciessielski) 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 - texture rendering");
    defer rl.closeWindow(); // Close window and OpenGL context

    const im_blank = rl.genImageColor(1024, 1024, .blank);
    const texture = try rl.loadTextureFromImage(im_blank); // Load blank texture to fill on shader
    defer rl.unloadTexture(texture);
    rl.unloadImage(im_blank);

    // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
    const shader = try rl.loadShader(null, std.fmt.comptimePrint("resources/shaders/glsl{d}/cubes_panning.fs", .{glsl_version}));
    defer rl.unloadShader(shader);

    var time: f32 = 0.0;
    const time_loc = rl.getShaderLocation(shader, "uTime");
    rl.setShaderValue(shader, time_loc, time);

    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
        time = @floatCast(rl.getTime());
        rl.setShaderValue(shader, time_loc, time);

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

        rl.clearBackground(.ray_white);

        {
            rl.beginShaderMode(shader); // Enable our custom shader for next shapes/textures drawings
            defer rl.endShaderMode(); // Disable our custom shader, return to default shader

            rl.drawTexture(texture, 0, 0, .white); // Drawing BLANK texture, all rendering magic happens on shader
        }

        rl.drawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, .maroon);
    }
}
/*******************************************************************************************
*
*   raylib [shaders] example - texture rendering
*
*   Example complexity rating: [★★☆☆] 2/4
*
*   Example originally created with raylib 2.0, last time updated with raylib 3.7
*
*   Example contributed by Michał Ciesielski (@ciessielski) 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 Michał Ciesielski (@ciessielski) 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 - texture rendering");

    Image imBlank = GenImageColor(1024, 1024, BLANK);
    Texture2D texture = LoadTextureFromImage(imBlank);  // Load blank texture to fill on shader
    UnloadImage(imBlank);

    // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION));

    float time = 0.0f;
    int timeLoc = GetShaderLocation(shader, "uTime");
    SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);

    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
        //----------------------------------------------------------------------------------
        time = (float)GetTime();
        SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
        //----------------------------------------------------------------------------------

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

            ClearBackground(RAYWHITE);

            BeginShaderMode(shader);    // Enable our custom shader for next shapes/textures drawings
                DrawTexture(texture, 0, 0, WHITE);  // Drawing BLANK texture, all rendering magic happens on shader
            EndShaderMode();            // Disable our custom shader, return to default shader

            DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON);

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

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadShader(shader);
    UnloadTexture(texture);

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

    return 0;
}

From raylib 6.2. The original on GitHub.