updated RayMarching Demo (#997)

* Removed Unused Uniforms

uniform vec3 viewUp;
uniform float deltaTime;

* Removed Unused uniforms

uniform vec3 viewUp;
uniform float deltaTime;

* Updated Source

  Added   - #define PLATFORM_DESKTOP line for desktop users.
            This now will correctly find the proper glsl version for the raymarching.fs file.
  Removed - Uniforms --> deltaTime and viewUp. Including the code that was setting them.
            They were never used and they were triggering a log warning.
  Removed - The const from both screenWidth and screenHeight.
            Now they can be used to update the shader resolution when screen is resized.
            NOTE : This is a quick fix and probably not the best idea.
  Added   - IsWindowResized() to check if screen is resized.
            If window is resized then width, height and shader resolution are updated.
  Changed - MIT tag at bottom right color value to BLACK. Now it's easier to see.

* Closer Match to original code

* Removed the PLATFORM_DESKTOP Define
This commit is contained in:
Industrious Nomad 2019-10-26 03:45:15 -04:00 committed by Ray
parent 39e22046c1
commit a6db31c01e
3 changed files with 18 additions and 16 deletions

View File

@ -8,8 +8,6 @@ varying vec4 fragColor;
uniform vec3 viewEye;
uniform vec3 viewCenter;
uniform vec3 viewUp;
uniform float deltaTime;
uniform float runTime;
uniform vec2 resolution;
@ -428,4 +426,4 @@ void main()
#endif
gl_FragColor = vec4( tot, 1.0 );
}
}

View File

@ -9,8 +9,6 @@ out vec4 finalColor;
uniform vec3 viewEye;
uniform vec3 viewCenter;
uniform vec3 viewUp;
uniform float deltaTime;
uniform float runTime;
uniform vec2 resolution;
@ -429,4 +427,4 @@ void main()
#endif
finalColor = vec4( tot, 1.0 );
}
}

View File

@ -28,9 +28,10 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
Camera camera = { 0 };
@ -48,12 +49,10 @@ int main(void)
// Get shader locations for required uniforms
int viewEyeLoc = GetShaderLocation(shader, "viewEye");
int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
int viewUpLoc = GetShaderLocation(shader, "viewUp");
int deltaTimeLoc = GetShaderLocation(shader, "deltaTime");
int runTimeLoc = GetShaderLocation(shader, "runTime");
int resolutionLoc = GetShaderLocation(shader, "resolution");
float resolution[2] = { screenWidth, screenHeight };
float resolution[2] = { (float)screenWidth, (float)screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
float runTime = 0.0f;
@ -64,13 +63,22 @@ int main(void)
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Check if screen is resized
//----------------------------------------------------------------------------------
if(IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
float resolution[2] = { (float)screenWidth, (float)screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
}
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
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 cameraUp[3] = { camera.up.x, camera.up.y, camera.up.z };
float deltaTime = GetFrameTime();
runTime += deltaTime;
@ -78,8 +86,6 @@ int main(void)
// Set shader required uniform values
SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3);
SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3);
SetShaderValue(shader, viewUpLoc, cameraUp, UNIFORM_VEC3);
SetShaderValue(shader, deltaTimeLoc, &deltaTime, UNIFORM_FLOAT);
SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
@ -95,7 +101,7 @@ int main(void)
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, GRAY);
DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
@ -109,4 +115,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}