mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-16 06:25:08 -05:00
f52a2a6406
subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
114 lines
4.7 KiB
C
114 lines
4.7 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.
|
|
*
|
|
* This example has been created using raylib 2.0 (www.raylib.com)
|
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
*
|
|
* Copyright (c) 2018 Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include "raylib.h"
|
|
|
|
#if defined(PLATFORM_DESKTOP)
|
|
#define GLSL_VERSION 330
|
|
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB -> Not supported at this moment
|
|
#define GLSL_VERSION 100
|
|
#endif
|
|
|
|
int main(void)
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
int screenWidth = 800;
|
|
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
|
|
|
|
SetCameraMode(camera, CAMERA_FREE); // Set camera mode
|
|
|
|
// 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;
|
|
|
|
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); // Update camera
|
|
|
|
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())
|
|
{
|
|
screenWidth = GetScreenWidth();
|
|
screenHeight = GetScreenHeight();
|
|
float resolution[2] = { (float)screenWidth, (float)screenHeight };
|
|
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, screenWidth, screenHeight, WHITE);
|
|
EndShaderMode();
|
|
|
|
DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, BLACK);
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
UnloadShader(shader); // Unload shader
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|