raylib/examples/shaders/shaders_raymarching.c

118 lines
5.0 KiB
C

/*******************************************************************************************
*
* raylib [shaders] example - Raymarching shapes generation
*
* 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) 2018-2023 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 shapes");
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;
}