diff options
| author | Ray <[email protected]> | 2018-12-20 09:55:33 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2018-12-20 09:55:33 +0100 |
| commit | 6ef1e1d9387192a9f6b49095dc77e3d6bfa367b7 (patch) | |
| tree | fa0b0580ed368ea61f445871db2459573ccde318 /examples/shaders/shaders_raymarching.c | |
| parent | c053de3c7def268a646ac8384cebc1c330b7ef8a (diff) | |
| download | raylib-6ef1e1d9387192a9f6b49095dc77e3d6bfa367b7.tar.gz raylib-6ef1e1d9387192a9f6b49095dc77e3d6bfa367b7.zip | |
new example: shaders_raymarching
Diffstat (limited to 'examples/shaders/shaders_raymarching.c')
| -rw-r--r-- | examples/shaders/shaders_raymarching.c | 106 |
1 files changed, 106 insertions, 0 deletions
diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c new file mode 100644 index 00000000..e90cbc29 --- /dev/null +++ b/examples/shaders/shaders_raymarching.c @@ -0,0 +1,106 @@ +/******************************************************************************************* +* +* 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" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raymarching"); + + 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 + + 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 shader = LoadShader(0, "resources/shaders/glsl330/raymarching.fs"); + + // 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 }; + SetShaderValue(shader, resolutionLoc, resolution, 2); + + float runTime = 0.0f; + + 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); // 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, 3); + SetShaderValue(shader, viewCenterLoc, cameraTarget, 3); + SetShaderValue(shader, viewUpLoc, cameraUp, 3); + SetShaderValue(shader, deltaTimeLoc, &deltaTime, 1); + SetShaderValue(shader, runTimeLoc, &runTime, 1); + //---------------------------------------------------------------------------------- + + // 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(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); // Unload shader + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file |
