diff --git a/examples/shaders/resources/shaders/glsl330/reload.fs b/examples/shaders/resources/shaders/glsl330/reload.fs new file mode 100644 index 000000000..9891a4b5f --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/reload.fs @@ -0,0 +1,40 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; // Texture coordinates (sampler2D) +in vec4 fragColor; // Tint color + +// Output fragment color +out vec4 finalColor; // Output fragment color + +// Uniform inputs +uniform vec2 resolution; // Viewport resolution (in pixels) +uniform vec2 mouse; // Mouse pixel xy coordinates +uniform float time; // Total run time (in secods) + +// Draw circle +vec4 DrawCircle(vec2 fragCoord, vec2 position, float radius, vec3 color) +{ + float d = length(position - fragCoord) - radius; + float t = clamp(d, 0.0, 1.0); + return vec4(color, 1.0 - t); +} + +void main() +{ + vec2 fragCoord = gl_FragCoord.xy; + vec2 position = vec2(mouse.x, resolution.y - mouse.y); + float radius = 40.0; + + // Draw background layer + vec4 colorA = vec4(0.2,0.2,0.8, 1.0); + vec4 colorB = vec4(1.0,0.7,0.2, 1.0); + vec4 layer1 = mix(colorA, colorB, abs(sin(time*0.1))); + + // Draw circle layer + vec3 color = vec3(0.9, 0.16, 0.21); + vec4 layer2 = DrawCircle(fragCoord, position, radius, color); + + // Blend the two layers + finalColor = mix(layer1, layer2, layer2.a); +} diff --git a/examples/shaders/shaders_hot_reloading.c b/examples/shaders/shaders_hot_reloading.c new file mode 100644 index 000000000..dcd3f8012 --- /dev/null +++ b/examples/shaders/shaders_hot_reloading.c @@ -0,0 +1,129 @@ +/******************************************************************************************* +* +* 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 // 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(FormatText(fragShaderFileName, GLSL_VERSION)); + + // Load raymarching shader + // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader + Shader shader = LoadShader(0, FormatText(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, 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, UNIFORM_FLOAT); + SetShaderValue(shader, mouseLoc, mousePos, UNIFORM_VEC2); + + // Hot shader reloading + if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) + { + long currentFragShaderModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION)); + + // Check if shader file has been modified + if (currentFragShaderModTime != fragShaderFileModTime) + { + // Try reloading updated shader + Shader updatedShader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION)); + + if (updatedShader.id != GetShaderDefault().id) // 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, 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(FormatText("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; +} diff --git a/examples/shaders/shaders_hot_reloading.png b/examples/shaders/shaders_hot_reloading.png new file mode 100644 index 000000000..e4c23fa2d Binary files /dev/null and b/examples/shaders/shaders_hot_reloading.png differ