- /*******************************************************************************************
- *
- * raylib [shaders] example - Raymarching shapes generation
- *
- * NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
- * is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
- *
- * Example originally created with raylib 2.0, last time updated with raylib 4.2
- *
- * 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) 2018-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
- #else // PLATFORM_ANDROID, PLATFORM_WEB -> Not supported at this moment
- #define GLSL_VERSION 100
- #endif
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- SetConfigFlags(FLAG_WINDOW_RESIZABLE);
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
-
- Camera camera = { 0 };
- camera.position = (Vector3){ 2.5f, 2.5f, 3.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.0f, 0.7f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 65.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
-
- // Load raymarching shader
- // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
- Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
-
- // Get shader locations for required uniforms
- int viewEyeLoc = GetShaderLocation(shader, "viewEye");
- int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
- int runTimeLoc = GetShaderLocation(shader, "runTime");
- int resolutionLoc = GetShaderLocation(shader, "resolution");
-
- float resolution[2] = { (float)screenWidth, (float)screenHeight };
- SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
-
- float runTime = 0.0f;
-
- DisableCursor(); // Limit cursor to relative movement inside the window
- 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
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera, CAMERA_FIRST_PERSON);
-
- float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
- float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
-
- float deltaTime = GetFrameTime();
- runTime += deltaTime;
-
- // Set shader required uniform values
- SetShaderValue(shader, viewEyeLoc, cameraPos, SHADER_UNIFORM_VEC3);
- SetShaderValue(shader, viewCenterLoc, cameraTarget, SHADER_UNIFORM_VEC3);
- SetShaderValue(shader, runTimeLoc, &runTime, SHADER_UNIFORM_FLOAT);
-
- // Check if screen is resized
- if (IsWindowResized())
- {
- resolution[0] = (float)GetScreenWidth();
- resolution[1] = (float)GetScreenHeight();
- SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // We only draw a white full-screen rectangle,
- // frame is generated in shader using raymarching
- BeginShaderMode(shader);
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
- EndShaderMode();
-
- DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", GetScreenWidth() - 280, GetScreenHeight() - 20, 10, BLACK);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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