| 
								
							 | 
							
								/*******************************************************************************************
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   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_RPI, 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";
							 | 
						
						
						
							| 
								
							 | 
							
								    long 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;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 |