mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-01 16:15:07 -04:00
131 lines
5.3 KiB
C
131 lines
5.3 KiB
C
|
/*******************************************************************************************
|
||
|
*
|
||
|
* 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 "rlgl.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(TextFormat(fragShaderFileName, GLSL_VERSION));
|
||
|
|
||
|
// Load raymarching shader
|
||
|
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
||
|
Shader shader = LoadShader(0, TextFormat(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, SHADER_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, SHADER_UNIFORM_FLOAT);
|
||
|
SetShaderValue(shader, mouseLoc, mousePos, SHADER_UNIFORM_VEC2);
|
||
|
|
||
|
// Hot shader reloading
|
||
|
if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)))
|
||
|
{
|
||
|
long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
|
||
|
|
||
|
// Check if shader file has been modified
|
||
|
if (currentFragShaderModTime != fragShaderFileModTime)
|
||
|
{
|
||
|
// Try reloading updated shader
|
||
|
Shader updatedShader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
|
||
|
|
||
|
if (updatedShader.id != rlGetShaderIdDefault()) // 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, SHADER_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(TextFormat("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;
|
||
|
}
|