updated RayMarching Demo (#997)
* Removed Unused Uniforms uniform vec3 viewUp; uniform float deltaTime; * Removed Unused uniforms uniform vec3 viewUp; uniform float deltaTime; * Updated Source Added - #define PLATFORM_DESKTOP line for desktop users. This now will correctly find the proper glsl version for the raymarching.fs file. Removed - Uniforms --> deltaTime and viewUp. Including the code that was setting them. They were never used and they were triggering a log warning. Removed - The const from both screenWidth and screenHeight. Now they can be used to update the shader resolution when screen is resized. NOTE : This is a quick fix and probably not the best idea. Added - IsWindowResized() to check if screen is resized. If window is resized then width, height and shader resolution are updated. Changed - MIT tag at bottom right color value to BLACK. Now it's easier to see. * Closer Match to original code * Removed the PLATFORM_DESKTOP Define
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3 changed files with 18 additions and 16 deletions
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@ -8,8 +8,6 @@ varying vec4 fragColor;
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uniform vec3 viewEye;
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uniform vec3 viewCenter;
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uniform vec3 viewUp;
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uniform float deltaTime;
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uniform float runTime;
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uniform vec2 resolution;
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@ -9,8 +9,6 @@ out vec4 finalColor;
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uniform vec3 viewEye;
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uniform vec3 viewCenter;
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uniform vec3 viewUp;
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uniform float deltaTime;
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uniform float runTime;
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uniform vec2 resolution;
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@ -28,9 +28,10 @@ int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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int screenWidth = 800;
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int screenHeight = 450;
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
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Camera camera = { 0 };
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@ -48,12 +49,10 @@ int main(void)
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// Get shader locations for required uniforms
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int viewEyeLoc = GetShaderLocation(shader, "viewEye");
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int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
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int viewUpLoc = GetShaderLocation(shader, "viewUp");
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int deltaTimeLoc = GetShaderLocation(shader, "deltaTime");
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int runTimeLoc = GetShaderLocation(shader, "runTime");
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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float resolution[2] = { screenWidth, screenHeight };
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float resolution[2] = { (float)screenWidth, (float)screenHeight };
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SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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float runTime = 0.0f;
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@ -64,13 +63,22 @@ int main(void)
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Check if screen is resized
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//----------------------------------------------------------------------------------
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if(IsWindowResized())
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{
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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float resolution[2] = { (float)screenWidth, (float)screenHeight };
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SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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}
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
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float cameraUp[3] = { camera.up.x, camera.up.y, camera.up.z };
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float deltaTime = GetFrameTime();
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runTime += deltaTime;
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@ -78,8 +86,6 @@ int main(void)
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// Set shader required uniform values
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SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3);
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SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3);
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SetShaderValue(shader, viewUpLoc, cameraUp, UNIFORM_VEC3);
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SetShaderValue(shader, deltaTimeLoc, &deltaTime, UNIFORM_FLOAT);
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SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT);
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//----------------------------------------------------------------------------------
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@ -95,7 +101,7 @@ int main(void)
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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EndShaderMode();
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DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, GRAY);
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DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, BLACK);
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EndDrawing();
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//----------------------------------------------------------------------------------
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