- /*******************************************************************************************
- *
- * raylib [shaders] example - Hot reloading
- *
- * 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 3.0, last time updated with raylib 3.5
- *
- * 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) 2020-2023 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
- #include "rlgl.h"
-
- #include <time.h> // Required for: localtime(), asctime()
-
- #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 - hot reloading");
-
- const char *fragShaderFileName = "resources/shaders/glsl%i/reload.fs";
- time_t fragShaderFileModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
-
- // Load raymarching shader
- // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
- Shader shader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
-
- // Get shader locations for required uniforms
- int resolutionLoc = GetShaderLocation(shader, "resolution");
- int mouseLoc = GetShaderLocation(shader, "mouse");
- int timeLoc = GetShaderLocation(shader, "time");
-
- float resolution[2] = { (float)screenWidth, (float)screenHeight };
- SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
-
- float totalTime = 0.0f;
- bool shaderAutoReloading = false;
-
- 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
- //----------------------------------------------------------------------------------
- totalTime += GetFrameTime();
- Vector2 mouse = GetMousePosition();
- float mousePos[2] = { mouse.x, mouse.y };
-
- // Set shader required uniform values
- SetShaderValue(shader, timeLoc, &totalTime, SHADER_UNIFORM_FLOAT);
- SetShaderValue(shader, mouseLoc, mousePos, SHADER_UNIFORM_VEC2);
-
- // Hot shader reloading
- if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)))
- {
- long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
-
- // Check if shader file has been modified
- if (currentFragShaderModTime != fragShaderFileModTime)
- {
- // Try reloading updated shader
- Shader updatedShader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
-
- if (updatedShader.id != rlGetShaderIdDefault()) // It was correctly loaded
- {
- UnloadShader(shader);
- shader = updatedShader;
-
- // Get shader locations for required uniforms
- resolutionLoc = GetShaderLocation(shader, "resolution");
- mouseLoc = GetShaderLocation(shader, "mouse");
- timeLoc = GetShaderLocation(shader, "time");
-
- // Reset required uniforms
- SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
- }
-
- fragShaderFileModTime = currentFragShaderModTime;
- }
- }
-
- if (IsKeyPressed(KEY_A)) shaderAutoReloading = !shaderAutoReloading;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // We only draw a white full-screen rectangle, frame is generated in shader
- BeginShaderMode(shader);
- DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
- EndShaderMode();
-
- DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
- shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK);
- if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK);
-
- DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, 430, 10, BLACK);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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