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/******************************************************************************************* |
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* |
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* raylib [shaders] example - Hot reloading |
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* |
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* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330 |
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* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment. |
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* |
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* This example has been created using raylib 3.0 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Copyright (c) 2020 Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include <time.h> // Required for: localtime(), asctime() |
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#if defined(PLATFORM_DESKTOP) |
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#define GLSL_VERSION 330 |
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB |
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#define GLSL_VERSION 100 |
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#endif |
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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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int screenWidth = 800; |
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int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading"); |
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const char *fragShaderFileName = "resources/shaders/glsl%i/reload.fs"; |
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long fragShaderFileModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION)); |
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// Load raymarching shader |
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader |
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Shader shader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION)); |
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// Get shader locations for required uniforms |
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int resolutionLoc = GetShaderLocation(shader, "resolution"); |
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int mouseLoc = GetShaderLocation(shader, "mouse"); |
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int timeLoc = GetShaderLocation(shader, "time"); |
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float resolution[2] = { (float)screenWidth, (float)screenHeight }; |
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SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2); |
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float totalTime = 0.0f; |
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bool shaderAutoReloading = false; |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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totalTime += GetFrameTime(); |
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Vector2 mouse = GetMousePosition(); |
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float mousePos[2] = { mouse.x, mouse.y }; |
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// Set shader required uniform values |
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SetShaderValue(shader, timeLoc, &totalTime, UNIFORM_FLOAT); |
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SetShaderValue(shader, mouseLoc, mousePos, UNIFORM_VEC2); |
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// Hot shader reloading |
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if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) |
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{ |
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long currentFragShaderModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION)); |
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// Check if shader file has been modified |
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if (currentFragShaderModTime != fragShaderFileModTime) |
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{ |
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// Try reloading updated shader |
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Shader updatedShader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION)); |
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if (updatedShader.id != GetShaderDefault().id) // It was correctly loaded |
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{ |
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UnloadShader(shader); |
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shader = updatedShader; |
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// Get shader locations for required uniforms |
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resolutionLoc = GetShaderLocation(shader, "resolution"); |
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mouseLoc = GetShaderLocation(shader, "mouse"); |
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timeLoc = GetShaderLocation(shader, "time"); |
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// Reset required uniforms |
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SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2); |
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} |
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fragShaderFileModTime = currentFragShaderModTime; |
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} |
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} |
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if (IsKeyPressed(KEY_A)) shaderAutoReloading = !shaderAutoReloading; |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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// We only draw a white full-screen rectangle, frame is generated in shader |
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BeginShaderMode(shader); |
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); |
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EndShaderMode(); |
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DrawText(FormatText("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s", |
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shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK); |
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if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK); |
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DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, 430, 10, BLACK); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadShader(shader); // Unload shader |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |