new example: shaders_raymarching
This commit is contained in:
parent
c053de3c7d
commit
6ef1e1d938
3 changed files with 517 additions and 0 deletions
106
examples/shaders/shaders_raymarching.c
Normal file
106
examples/shaders/shaders_raymarching.c
Normal file
|
@ -0,0 +1,106 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Raymarching shapes generation
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
||||
*
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
||||
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
||||
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
||||
*
|
||||
* 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"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raymarching");
|
||||
|
||||
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, "resources/shaders/glsl330/raymarching.fs");
|
||||
|
||||
// Get shader locations for required uniforms
|
||||
int viewEyeLoc = GetShaderLocation(shader, "viewEye");
|
||||
int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
|
||||
int viewUpLoc = GetShaderLocation(shader, "viewUp");
|
||||
int deltaTimeLoc = GetShaderLocation(shader, "deltaTime");
|
||||
int runTimeLoc = GetShaderLocation(shader, "runTime");
|
||||
int resolutionLoc = GetShaderLocation(shader, "resolution");
|
||||
|
||||
float resolution[2] = { screenWidth, screenHeight };
|
||||
SetShaderValue(shader, resolutionLoc, resolution, 2);
|
||||
|
||||
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 cameraUp[3] = { camera.up.x, camera.up.y, camera.up.z };
|
||||
|
||||
float deltaTime = GetFrameTime();
|
||||
runTime += deltaTime;
|
||||
|
||||
// Set shader required uniform values
|
||||
SetShaderValue(shader, viewEyeLoc, cameraPos, 3);
|
||||
SetShaderValue(shader, viewCenterLoc, cameraTarget, 3);
|
||||
SetShaderValue(shader, viewUpLoc, cameraUp, 3);
|
||||
SetShaderValue(shader, deltaTimeLoc, &deltaTime, 1);
|
||||
SetShaderValue(shader, runTimeLoc, &runTime, 1);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// 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, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader); // Unload shader
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue