a6db31c01e
* 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
119 lines
5.0 KiB
C
119 lines
5.0 KiB
C
/*******************************************************************************************
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*
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* raylib [shaders] example - Raymarching shapes generation
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* This example has been created using raylib 2.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2018 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
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Camera camera = { 0 };
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camera.position = (Vector3){ 2.5f, 2.5f, 3.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.7f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 65.0f; // Camera field-of-view Y
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SetCameraMode(camera, CAMERA_FREE); // Set camera mode
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// Load raymarching shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
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// Get shader locations for required uniforms
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int viewEyeLoc = GetShaderLocation(shader, "viewEye");
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int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
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int runTimeLoc = GetShaderLocation(shader, "runTime");
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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float resolution[2] = { (float)screenWidth, (float)screenHeight };
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SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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float runTime = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Check if screen is resized
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//----------------------------------------------------------------------------------
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if(IsWindowResized())
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{
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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float resolution[2] = { (float)screenWidth, (float)screenHeight };
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SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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}
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
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float deltaTime = GetFrameTime();
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runTime += deltaTime;
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// Set shader required uniform values
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SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3);
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SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3);
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SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// We only draw a white full-screen rectangle,
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// frame is generated in shader using raymarching
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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EndShaderMode();
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DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, BLACK);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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