/******************************************************************************************* * * 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) 2018-2023 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()) { float resolution[2] = { (float)GetScreenWidth(), (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 IƱigo Quilez. MIT License.", GetScreenWidth() - 280, GetScreenHeight() - 20, 10, BLACK); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); // Unload shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }