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Diffstat (limited to 'examples/web/shaders/shaders_raymarching.c')
| -rw-r--r-- | examples/web/shaders/shaders_raymarching.c | 154 |
1 files changed, 0 insertions, 154 deletions
diff --git a/examples/web/shaders/shaders_raymarching.c b/examples/web/shaders/shaders_raymarching.c deleted file mode 100644 index 37a38f2..0000000 --- a/examples/web/shaders/shaders_raymarching.c +++ /dev/null @@ -1,154 +0,0 @@ -/******************************************************************************************* -* -* raylib [shaders] example - Raymarching shapes generation -* -* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, -* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. -* -* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example -* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders -* raylib comes with shaders ready for both versions, check raylib/shaders install folder -* -* This example has been created using raylib 2.0 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Copyright (c) 2018 Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#if defined(PLATFORM_WEB) - #include <emscripten/emscripten.h> -#endif - -#if defined(PLATFORM_DESKTOP) - #define GLSL_VERSION 330 -#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB - #define GLSL_VERSION 100 -#endif - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -const int screenWidth = 800; -const int screenHeight = 450; - -// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) - -Camera camera = { 0 }; -Shader shader = { 0 }; - -// Shader locations for required uniforms -int viewEyeLoc = 0; -int viewCenterLoc = 0; -int viewUpLoc = 0; -int deltaTimeLoc = 0; -int runTimeLoc = 0; -int resolutionLoc = 0; - -float runTime = 0.0f; - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void); // Update and Draw one frame - -//---------------------------------------------------------------------------------- -// Program Main Entry Point -//---------------------------------------------------------------------------------- -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes"); - - 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 - - SetCameraMode(camera, CAMERA_FREE); // Set camera mode - - // Load raymarching shader - // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION)); - - // Get shader locations for required uniforms - viewEyeLoc = GetShaderLocation(shader, "viewEye"); - viewCenterLoc = GetShaderLocation(shader, "viewCenter"); - viewUpLoc = GetShaderLocation(shader, "viewUp"); - deltaTimeLoc = GetShaderLocation(shader, "deltaTime"); - runTimeLoc = GetShaderLocation(shader, "runTime"); - resolutionLoc = GetShaderLocation(shader, "resolution"); - - float resolution[2] = { screenWidth, screenHeight }; - SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); - -#if defined(PLATFORM_WEB) - emscripten_set_main_loop(UpdateDrawFrame, 60, 1); -#else - SetTargetFPS(60); // Set our game to run at 60 frames-per-second - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - UpdateDrawFrame(); - } -#endif - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadShader(shader); // Unload shader - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void) -{ - // 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; - - // Set shader required uniform values - SetShaderValue(shader, viewEyeLoc, cameraPos, SHADER_UNIFORM_VEC3); - SetShaderValue(shader, viewCenterLoc, cameraTarget, SHADER_UNIFORM_VEC3); - SetShaderValue(shader, viewUpLoc, cameraUp, SHADER_UNIFORM_VEC3); - SetShaderValue(shader, deltaTimeLoc, &deltaTime, SHADER_UNIFORM_FLOAT); - SetShaderValue(shader, runTimeLoc, &runTime, SHADER_UNIFORM_FLOAT); - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - // We only draw a white full-screen rectangle, - // frame is generated in shader using raymarching - BeginShaderMode(shader); - DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); - EndShaderMode(); - - DrawText("(c) Raymarching shader by IƱigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, GRAY); - - EndDrawing(); - //---------------------------------------------------------------------------------- -} |
