mirror of
				https://github.com/raysan5/raylib.git
				synced 2025-11-04 09:44:20 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			118 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			118 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
 | 
						|
*
 | 
						|
*   raylib [shaders] example - Raymarching shapes generation
 | 
						|
*
 | 
						|
*   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.
 | 
						|
*
 | 
						|
*   Example originally created with raylib 2.0, last time updated with raylib 4.2
 | 
						|
*
 | 
						|
*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
 | 
						|
*   BSD-like license that allows static linking with closed source software
 | 
						|
*
 | 
						|
*   Copyright (c) 2018-2024 Ramon Santamaria (@raysan5)
 | 
						|
*
 | 
						|
********************************************************************************************/
 | 
						|
 | 
						|
#include "raylib.h"
 | 
						|
 | 
						|
#if defined(PLATFORM_DESKTOP)
 | 
						|
    #define GLSL_VERSION            330
 | 
						|
#else   // PLATFORM_ANDROID, PLATFORM_WEB -> Not supported at this moment
 | 
						|
    #define GLSL_VERSION            100
 | 
						|
#endif
 | 
						|
 | 
						|
//------------------------------------------------------------------------------------
 | 
						|
// Program main entry point
 | 
						|
//------------------------------------------------------------------------------------
 | 
						|
int main(void)
 | 
						|
{
 | 
						|
    // Initialization
 | 
						|
    //--------------------------------------------------------------------------------------
 | 
						|
    const int screenWidth = 800;
 | 
						|
    const int screenHeight = 450;
 | 
						|
 | 
						|
    SetConfigFlags(FLAG_WINDOW_RESIZABLE);
 | 
						|
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
 | 
						|
 | 
						|
    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
 | 
						|
    camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type
 | 
						|
 | 
						|
    // Load raymarching shader
 | 
						|
    // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
 | 
						|
    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
 | 
						|
 | 
						|
    // Get shader locations for required uniforms
 | 
						|
    int viewEyeLoc = GetShaderLocation(shader, "viewEye");
 | 
						|
    int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
 | 
						|
    int runTimeLoc = GetShaderLocation(shader, "runTime");
 | 
						|
    int resolutionLoc = GetShaderLocation(shader, "resolution");
 | 
						|
 | 
						|
    float resolution[2] = { (float)screenWidth, (float)screenHeight };
 | 
						|
    SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
 | 
						|
 | 
						|
    float runTime = 0.0f;
 | 
						|
 | 
						|
    DisableCursor();                    // Limit cursor to relative movement inside the window
 | 
						|
    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, CAMERA_FIRST_PERSON);
 | 
						|
 | 
						|
        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 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, runTimeLoc, &runTime, SHADER_UNIFORM_FLOAT);
 | 
						|
 | 
						|
        // Check if screen is resized
 | 
						|
        if (IsWindowResized())
 | 
						|
        {
 | 
						|
            resolution[0] = (float)GetScreenWidth();
 | 
						|
            resolution[1] = (float)GetScreenHeight();
 | 
						|
            SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
 | 
						|
        }
 | 
						|
        //----------------------------------------------------------------------------------
 | 
						|
 | 
						|
        // Draw
 | 
						|
        //----------------------------------------------------------------------------------
 | 
						|
        BeginDrawing();
 | 
						|
 | 
						|
            ClearBackground(RAYWHITE);
 | 
						|
 | 
						|
            // We only draw a white full-screen rectangle,
 | 
						|
            // frame is generated in shader using raymarching
 | 
						|
            BeginShaderMode(shader);
 | 
						|
                DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
 | 
						|
            EndShaderMode();
 | 
						|
 | 
						|
            DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", GetScreenWidth() - 280, GetScreenHeight() - 20, 10, BLACK);
 | 
						|
 | 
						|
        EndDrawing();
 | 
						|
        //----------------------------------------------------------------------------------
 | 
						|
    }
 | 
						|
 | 
						|
    // De-Initialization
 | 
						|
    //--------------------------------------------------------------------------------------
 | 
						|
    UnloadShader(shader);           // Unload shader
 | 
						|
 | 
						|
    CloseWindow();                  // Close window and OpenGL context
 | 
						|
    //--------------------------------------------------------------------------------------
 | 
						|
 | 
						|
    return 0;
 | 
						|
}
 |