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	This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
		
			
				
	
	
		
			130 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			130 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [shaders] example - Hot reloading
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*
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*   NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
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*         is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
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*
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*   This example has been created using raylib 3.0 (www.raylib.com)
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*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*   Copyright (c) 2020 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <time.h>       // Required for: localtime(), asctime()
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#if defined(PLATFORM_DESKTOP)
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    #define GLSL_VERSION            330
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#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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    #define GLSL_VERSION            100
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#endif
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int main(void)
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    int screenWidth = 800;
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    int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading");
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    const char *fragShaderFileName = "resources/shaders/glsl%i/reload.fs";
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    long fragShaderFileModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
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    // Load raymarching shader
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    // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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    Shader shader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
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    // Get shader locations for required uniforms
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    int resolutionLoc = GetShaderLocation(shader, "resolution");
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    int mouseLoc = GetShaderLocation(shader, "mouse");
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    int timeLoc = GetShaderLocation(shader, "time");
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    float resolution[2] = { (float)screenWidth, (float)screenHeight };
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    SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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    float totalTime = 0.0f;
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    bool shaderAutoReloading = false;
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    SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
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    //--------------------------------------------------------------------------------------
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    // Main game loop
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    while (!WindowShouldClose())            // Detect window close button or ESC key
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    {
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        // Update
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        //----------------------------------------------------------------------------------
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        totalTime += GetFrameTime();
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        Vector2 mouse = GetMousePosition();
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        float mousePos[2] = { mouse.x, mouse.y };
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        // Set shader required uniform values
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        SetShaderValue(shader, timeLoc, &totalTime, UNIFORM_FLOAT);
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        SetShaderValue(shader, mouseLoc, mousePos, UNIFORM_VEC2);
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        // Hot shader reloading
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        if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
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        {
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            long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
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            // Check if shader file has been modified
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            if (currentFragShaderModTime != fragShaderFileModTime)
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            {
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                // Try reloading updated shader
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                Shader updatedShader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
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                if (updatedShader.id != GetShaderDefault().id)      // It was correctly loaded
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                {
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                    UnloadShader(shader);
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                    shader = updatedShader;
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                    // Get shader locations for required uniforms
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                    resolutionLoc = GetShaderLocation(shader, "resolution");
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                    mouseLoc = GetShaderLocation(shader, "mouse");
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                    timeLoc = GetShaderLocation(shader, "time");
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                    // Reset required uniforms
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                    SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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                }
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                fragShaderFileModTime = currentFragShaderModTime;
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            }
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        }
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        if (IsKeyPressed(KEY_A)) shaderAutoReloading = !shaderAutoReloading;
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            // We only draw a white full-screen rectangle, frame is generated in shader
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            BeginShaderMode(shader);
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                DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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            EndShaderMode();
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            DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s", 
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                     shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK);
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            if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK);
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            DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, 430, 10, BLACK);
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    UnloadShader(shader);           // Unload shader
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    CloseWindow();                  // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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}
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