|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shaders] example - raymarching rendering | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★★★★] 4/4 | 
						
						
							|  | * | 
						
						
							|  | *   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) 2018-2025 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 rendering"); | 
						
						
							|  | 
 | 
						
						
							|  |     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()) | 
						
						
							|  |         { | 
						
						
							|  |             resolution[0] = (float)GetScreenWidth(); | 
						
						
							|  |             resolution[1] = (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 Iñigo Quilez. MIT License.", GetScreenWidth() - 280, GetScreenHeight() - 20, 10, BLACK); | 
						
						
							|  | 
 | 
						
						
							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
 | 
						
						
							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadShader(shader);           // Unload shader | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();                  // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
 |