Você não pode selecionar mais de 25 tópicos Os tópicos devem começar com uma letra ou um número, podem incluir traços ('-') e podem ter até 35 caracteres.
 
 
 
 
 
 

135 linhas
5.6 KiB

/*******************************************************************************************
*
* 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) 2020-2024 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;
}