1/*******************************************************************************************
2*
3* raylib [shaders] example - Raymarching shapes generation
4*
5* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
6* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
7*
8* This example has been created using raylib 2.0 (www.raylib.com)
9* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
10*
11* Copyright (c) 2018 Ramon Santamaria (@raysan5)
12*
13********************************************************************************************/
14
15#include "raylib.h"
16
17#if defined(PLATFORM_DESKTOP)
18 #define GLSL_VERSION 330
19#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB -> Not supported at this moment
20 #define GLSL_VERSION 100
21#endif
22
23int main(void)
24{
25 // Initialization
26 //--------------------------------------------------------------------------------------
27 int screenWidth = 800;
28 int screenHeight = 450;
29
30 SetConfigFlags(FLAG_WINDOW_RESIZABLE);
31 InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
32
33 Camera camera = { 0 };
34 camera.position = (Vector3){ 2.5f, 2.5f, 3.0f }; // Camera position
35 camera.target = (Vector3){ 0.0f, 0.0f, 0.7f }; // Camera looking at point
36 camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
37 camera.fovy = 65.0f; // Camera field-of-view Y
38
39 SetCameraMode(camera, CAMERA_FREE); // Set camera mode
40
41 // Load raymarching shader
42 // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
43 Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
44
45 // Get shader locations for required uniforms
46 int viewEyeLoc = GetShaderLocation(shader, "viewEye");
47 int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
48 int runTimeLoc = GetShaderLocation(shader, "runTime");
49 int resolutionLoc = GetShaderLocation(shader, "resolution");
50
51 float resolution[2] = { (float)screenWidth, (float)screenHeight };
52 SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
53
54 float runTime = 0.0f;
55
56 SetTargetFPS(60); // Set our game to run at 60 frames-per-second
57 //--------------------------------------------------------------------------------------
58
59 // Main game loop
60 while (!WindowShouldClose()) // Detect window close button or ESC key
61 {
62 // Check if screen is resized
63 //----------------------------------------------------------------------------------
64 if(IsWindowResized())
65 {
66 screenWidth = GetScreenWidth();
67 screenHeight = GetScreenHeight();
68 float resolution[2] = { (float)screenWidth, (float)screenHeight };
69 SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
70 }
71
72 // Update
73 //----------------------------------------------------------------------------------
74 UpdateCamera(&camera); // Update camera
75
76 float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
77 float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
78
79 float deltaTime = GetFrameTime();
80 runTime += deltaTime;
81
82 // Set shader required uniform values
83 SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3);
84 SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3);
85 SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT);
86 //----------------------------------------------------------------------------------
87
88 // Draw
89 //----------------------------------------------------------------------------------
90 BeginDrawing();
91
92 ClearBackground(RAYWHITE);
93
94 // We only draw a white full-screen rectangle,
95 // frame is generated in shader using raymarching
96 BeginShaderMode(shader);
97 DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
98 EndShaderMode();
99
100 DrawText("(c) Raymarching shader by IƱigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, BLACK);
101
102 EndDrawing();
103 //----------------------------------------------------------------------------------
104 }
105
106 // De-Initialization
107 //--------------------------------------------------------------------------------------
108 UnloadShader(shader); // Unload shader
109
110 CloseWindow(); // Close window and OpenGL context
111 //--------------------------------------------------------------------------------------
112
113 return 0;
114}
115