2023-05-15 21:02:41 +00:00
|
|
|
// Initialization
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
const screenWidth = 800;
|
|
|
|
const screenHeight = 450;
|
|
|
|
|
|
|
|
setConfigFlags(FLAG_WINDOW_RESIZABLE);
|
|
|
|
initWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
|
|
|
|
|
|
|
|
const position = new Vector3(2.5, 2.5, 3.0); // Camera position
|
|
|
|
const target = new Vector3(0.0, 0.0, 0.7); // Camera looking at point
|
|
|
|
const up = new Vector3(0.0, 1.0, 0.0); // Camera up vector (rotation towards target)
|
|
|
|
const fovy = 65.0; // Camera field-of-view Y
|
|
|
|
const projection = CAMERA_PERSPECTIVE; // Camera projection type
|
|
|
|
const camera = new Camera3D(position,target, up, fovy, projection)
|
|
|
|
|
|
|
|
// Load raymarching shader
|
|
|
|
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
2023-05-25 21:12:11 +00:00
|
|
|
const shader = loadShader(null, "resources/shaders/glsl330/raymarching.fs");
|
2023-05-15 21:02:41 +00:00
|
|
|
|
|
|
|
// Get shader locations for required uniforms
|
|
|
|
const viewEyeLoc = getShaderLocation(shader, "viewEye");
|
|
|
|
const viewCenterLoc = getShaderLocation(shader, "viewCenter");
|
|
|
|
const runTimeLoc = getShaderLocation(shader, "runTime");
|
|
|
|
const resolutionLoc = getShaderLocation(shader, "resolution");
|
|
|
|
|
2023-05-25 21:12:11 +00:00
|
|
|
const scale = getWindowScaleDPI()
|
|
|
|
let resolution = new Vector2(getRenderWidth()*scale.x, getRenderHeight()*scale.y);
|
2023-05-15 21:02:41 +00:00
|
|
|
setShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
|
|
|
|
|
|
|
|
let runTime = 0.0;
|
|
|
|
|
|
|
|
disableCursor(); // Limit cursor to relative movement inside the window
|
|
|
|
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, CAMERA_FIRST_PERSON);
|
|
|
|
|
|
|
|
const deltaTime = getFrameTime();
|
|
|
|
runTime += deltaTime;
|
|
|
|
|
|
|
|
// Set shader required uniform values
|
2023-05-16 06:28:30 +00:00
|
|
|
setShaderValue(shader, viewEyeLoc, camera.position, SHADER_UNIFORM_VEC3);
|
|
|
|
setShaderValue(shader, viewCenterLoc, camera.target, SHADER_UNIFORM_VEC3);
|
2023-05-15 21:02:41 +00:00
|
|
|
setShaderValue(shader, runTimeLoc, runTime, SHADER_UNIFORM_FLOAT);
|
|
|
|
|
|
|
|
// Check if screen is resized
|
|
|
|
if (isWindowResized())
|
|
|
|
{
|
2023-05-16 09:59:29 +00:00
|
|
|
resolution = new Vector2(getRenderWidth(), getRenderHeight())
|
2023-05-15 21:02:41 +00:00
|
|
|
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, getScreenWidth(), getScreenHeight(), WHITE);
|
|
|
|
endShaderMode();
|
|
|
|
|
|
|
|
drawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", getScreenWidth() - 280, getScreenHeight() - 20, 10, BLACK);
|
|
|
|
|
|
|
|
endDrawing();
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
}
|
|
|
|
|
|
|
|
// De-Initialization
|
|
|
|
//--------------------------------------------------------------------------------------
|
2023-05-20 19:34:27 +00:00
|
|
|
unloadShader(shader)
|
2023-05-15 21:02:41 +00:00
|
|
|
closeWindow(); // Close window and OpenGL context
|
|
|
|
//--------------------------------------------------------------------------------------
|