From a6db31c01e57ba9b0370190b11222dfaf4023b73 Mon Sep 17 00:00:00 2001 From: Industrious Nomad <44799276+IndustriousNomad@users.noreply.github.com> Date: Sat, 26 Oct 2019 03:45:15 -0400 Subject: [PATCH] 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 --- .../resources/shaders/glsl100/raymarching.fs | 4 +-- .../resources/shaders/glsl330/raymarching.fs | 4 +-- examples/shaders/shaders_raymarching.c | 26 ++++++++++++------- 3 files changed, 18 insertions(+), 16 deletions(-) diff --git a/examples/shaders/resources/shaders/glsl100/raymarching.fs b/examples/shaders/resources/shaders/glsl100/raymarching.fs index 4ae71297..c823e01e 100644 --- a/examples/shaders/resources/shaders/glsl100/raymarching.fs +++ b/examples/shaders/resources/shaders/glsl100/raymarching.fs @@ -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 ); -} \ No newline at end of file +} diff --git a/examples/shaders/resources/shaders/glsl330/raymarching.fs b/examples/shaders/resources/shaders/glsl330/raymarching.fs index 7c9fbcb1..3cec58a2 100644 --- a/examples/shaders/resources/shaders/glsl330/raymarching.fs +++ b/examples/shaders/resources/shaders/glsl330/raymarching.fs @@ -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 ); -} \ No newline at end of file +} diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c index 34091792..06ad0f92 100644 --- a/examples/shaders/shaders_raymarching.c +++ b/examples/shaders/shaders_raymarching.c @@ -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; -} \ No newline at end of file +}