summaryrefslogtreecommitdiffhomepage
path: root/examples/shaders
diff options
context:
space:
mode:
authorraysan5 <[email protected]>2020-08-16 11:18:25 +0200
committerraysan5 <[email protected]>2020-08-16 11:18:25 +0200
commit26f6a64a39671487f5d1eeeffe7fce6538669051 (patch)
treefc10180da0a47da79796d58e97ca3da1c9e901e8 /examples/shaders
parentebdeab7e2566aa131d6066aa7bad91b64fd27d07 (diff)
downloadraylib-26f6a64a39671487f5d1eeeffe7fce6538669051.tar.gz
raylib-26f6a64a39671487f5d1eeeffe7fce6538669051.zip
NEW EXAMPLE: shaders_hot_reloading #1198
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/resources/shaders/glsl330/reload.fs40
-rw-r--r--examples/shaders/shaders_hot_reloading.c129
-rw-r--r--examples/shaders/shaders_hot_reloading.pngbin0 -> 17029 bytes
3 files changed, 169 insertions, 0 deletions
diff --git a/examples/shaders/resources/shaders/glsl330/reload.fs b/examples/shaders/resources/shaders/glsl330/reload.fs
new file mode 100644
index 00000000..9891a4b5
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/reload.fs
@@ -0,0 +1,40 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord; // Texture coordinates (sampler2D)
+in vec4 fragColor; // Tint color
+
+// Output fragment color
+out vec4 finalColor; // Output fragment color
+
+// Uniform inputs
+uniform vec2 resolution; // Viewport resolution (in pixels)
+uniform vec2 mouse; // Mouse pixel xy coordinates
+uniform float time; // Total run time (in secods)
+
+// Draw circle
+vec4 DrawCircle(vec2 fragCoord, vec2 position, float radius, vec3 color)
+{
+ float d = length(position - fragCoord) - radius;
+ float t = clamp(d, 0.0, 1.0);
+ return vec4(color, 1.0 - t);
+}
+
+void main()
+{
+ vec2 fragCoord = gl_FragCoord.xy;
+ vec2 position = vec2(mouse.x, resolution.y - mouse.y);
+ float radius = 40.0;
+
+ // Draw background layer
+ vec4 colorA = vec4(0.2,0.2,0.8, 1.0);
+ vec4 colorB = vec4(1.0,0.7,0.2, 1.0);
+ vec4 layer1 = mix(colorA, colorB, abs(sin(time*0.1)));
+
+ // Draw circle layer
+ vec3 color = vec3(0.9, 0.16, 0.21);
+ vec4 layer2 = DrawCircle(fragCoord, position, radius, color);
+
+ // Blend the two layers
+ finalColor = mix(layer1, layer2, layer2.a);
+}
diff --git a/examples/shaders/shaders_hot_reloading.c b/examples/shaders/shaders_hot_reloading.c
new file mode 100644
index 00000000..dcd3f801
--- /dev/null
+++ b/examples/shaders/shaders_hot_reloading.c
@@ -0,0 +1,129 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - Hot reloading
+*
+* 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.
+*
+* This example has been created using raylib 3.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2020 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <time.h> // Required for: localtime(), asctime()
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading");
+
+ const char *fragShaderFileName = "resources/shaders/glsl%i/reload.fs";
+ long fragShaderFileModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION));
+
+ // Load raymarching shader
+ // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
+ Shader shader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION));
+
+ // Get shader locations for required uniforms
+ int resolutionLoc = GetShaderLocation(shader, "resolution");
+ int mouseLoc = GetShaderLocation(shader, "mouse");
+ int timeLoc = GetShaderLocation(shader, "time");
+
+ float resolution[2] = { (float)screenWidth, (float)screenHeight };
+ SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
+
+ float totalTime = 0.0f;
+ bool shaderAutoReloading = false;
+
+ 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
+ //----------------------------------------------------------------------------------
+ totalTime += GetFrameTime();
+ Vector2 mouse = GetMousePosition();
+ float mousePos[2] = { mouse.x, mouse.y };
+
+ // Set shader required uniform values
+ SetShaderValue(shader, timeLoc, &totalTime, UNIFORM_FLOAT);
+ SetShaderValue(shader, mouseLoc, mousePos, UNIFORM_VEC2);
+
+ // Hot shader reloading
+ if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
+ {
+ long currentFragShaderModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION));
+
+ // Check if shader file has been modified
+ if (currentFragShaderModTime != fragShaderFileModTime)
+ {
+ // Try reloading updated shader
+ Shader updatedShader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION));
+
+ if (updatedShader.id != GetShaderDefault().id) // It was correctly loaded
+ {
+ UnloadShader(shader);
+ shader = updatedShader;
+
+ // Get shader locations for required uniforms
+ resolutionLoc = GetShaderLocation(shader, "resolution");
+ mouseLoc = GetShaderLocation(shader, "mouse");
+ timeLoc = GetShaderLocation(shader, "time");
+
+ // Reset required uniforms
+ SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
+ }
+
+ fragShaderFileModTime = currentFragShaderModTime;
+ }
+ }
+
+ if (IsKeyPressed(KEY_A)) shaderAutoReloading = !shaderAutoReloading;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // We only draw a white full-screen rectangle, frame is generated in shader
+ BeginShaderMode(shader);
+ DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
+ EndShaderMode();
+
+ DrawText(FormatText("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
+ shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK);
+ if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK);
+
+ DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, 430, 10, BLACK);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader); // Unload shader
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/examples/shaders/shaders_hot_reloading.png b/examples/shaders/shaders_hot_reloading.png
new file mode 100644
index 00000000..e4c23fa2
--- /dev/null
+++ b/examples/shaders/shaders_hot_reloading.png
Binary files differ