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authorRay <[email protected]>2018-12-20 09:55:33 +0100
committerRay <[email protected]>2018-12-20 09:55:33 +0100
commit6ef1e1d9387192a9f6b49095dc77e3d6bfa367b7 (patch)
treefa0b0580ed368ea61f445871db2459573ccde318 /examples/shaders/shaders_raymarching.c
parentc053de3c7def268a646ac8384cebc1c330b7ef8a (diff)
downloadraylib-6ef1e1d9387192a9f6b49095dc77e3d6bfa367b7.tar.gz
raylib-6ef1e1d9387192a9f6b49095dc77e3d6bfa367b7.zip
new example: shaders_raymarching
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+/*******************************************************************************************
+*
+* 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