2023-05-15 21:02:41 +00:00
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const 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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const position = new Vector3(2.5, 2.5, 3.0); // Camera position
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const target = new Vector3(0.0, 0.0, 0.7); // Camera looking at point
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const up = new Vector3(0.0, 1.0, 0.0); // Camera up vector (rotation towards target)
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const fovy = 65.0; // Camera field-of-view Y
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const projection = CAMERA_PERSPECTIVE; // Camera projection type
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const camera = new Camera3D(position,target, up, fovy, projection)
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// Load raymarching shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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2023-05-21 20:32:50 +00:00
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const shader = loadShader(null, "../assets/shaders/glsl330/raymarching.fs");
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2023-05-15 21:02:41 +00:00
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// Get shader locations for required uniforms
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const viewEyeLoc = getShaderLocation(shader, "viewEye");
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const viewCenterLoc = getShaderLocation(shader, "viewCenter");
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const runTimeLoc = getShaderLocation(shader, "runTime");
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const resolutionLoc = getShaderLocation(shader, "resolution");
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2023-05-20 19:34:27 +00:00
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let resolution = new Vector2(getRenderWidth()*2, getRenderHeight()*2);
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2023-05-15 21:02:41 +00:00
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setShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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let runTime = 0.0;
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disableCursor(); // Limit cursor to relative movement inside the window
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setTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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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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// Update
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//----------------------------------------------------------------------------------
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updateCamera(camera, CAMERA_FIRST_PERSON);
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const deltaTime = getFrameTime();
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runTime += deltaTime;
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// Set shader required uniform values
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2023-05-16 06:28:30 +00:00
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setShaderValue(shader, viewEyeLoc, camera.position, SHADER_UNIFORM_VEC3);
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setShaderValue(shader, viewCenterLoc, camera.target, SHADER_UNIFORM_VEC3);
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2023-05-15 21:02:41 +00:00
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setShaderValue(shader, runTimeLoc, runTime, SHADER_UNIFORM_FLOAT);
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// Check if screen is resized
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if (isWindowResized())
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{
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2023-05-16 09:59:29 +00:00
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resolution = new Vector2(getRenderWidth(), getRenderHeight())
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2023-05-15 21:02:41 +00:00
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setShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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beginDrawing();
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clearBackground(RAYWHITE);
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// We only draw a white full-screen rectangle,
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// frame is generated in shader using raymarching
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beginShaderMode(shader);
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drawRectangle(0, 0, getScreenWidth(), getScreenHeight(), WHITE);
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endShaderMode();
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drawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", getScreenWidth() - 280, getScreenHeight() - 20, 10, BLACK);
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endDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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2023-05-20 19:34:27 +00:00
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unloadShader(shader)
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2023-05-15 21:02:41 +00:00
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closeWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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