mirror of https://github.com/mode777/rayjs.git
136 lines
5.6 KiB
C
136 lines
5.6 KiB
C
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/*******************************************************************************************
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*
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* raylib [shaders] example - Hot reloading
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*
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* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
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* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
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*
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* Example originally created with raylib 3.0, last time updated with raylib 3.5
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2020-2023 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#include <time.h> // Required for: localtime(), asctime()
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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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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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading");
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const char *fragShaderFileName = "resources/shaders/glsl%i/reload.fs";
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time_t fragShaderFileModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
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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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Shader shader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
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// Get shader locations for required uniforms
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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int mouseLoc = GetShaderLocation(shader, "mouse");
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int timeLoc = GetShaderLocation(shader, "time");
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float resolution[2] = { (float)screenWidth, (float)screenHeight };
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SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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float totalTime = 0.0f;
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bool shaderAutoReloading = false;
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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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totalTime += GetFrameTime();
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Vector2 mouse = GetMousePosition();
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float mousePos[2] = { mouse.x, mouse.y };
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// Set shader required uniform values
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SetShaderValue(shader, timeLoc, &totalTime, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, mouseLoc, mousePos, SHADER_UNIFORM_VEC2);
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// Hot shader reloading
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if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)))
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{
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long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
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// Check if shader file has been modified
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if (currentFragShaderModTime != fragShaderFileModTime)
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{
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// Try reloading updated shader
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Shader updatedShader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
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if (updatedShader.id != rlGetShaderIdDefault()) // It was correctly loaded
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{
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UnloadShader(shader);
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shader = updatedShader;
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// Get shader locations for required uniforms
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resolutionLoc = GetShaderLocation(shader, "resolution");
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mouseLoc = GetShaderLocation(shader, "mouse");
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timeLoc = GetShaderLocation(shader, "time");
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// Reset required uniforms
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SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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}
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fragShaderFileModTime = currentFragShaderModTime;
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}
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}
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if (IsKeyPressed(KEY_A)) shaderAutoReloading = !shaderAutoReloading;
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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, frame is generated in shader
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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EndShaderMode();
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DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
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shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK);
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if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK);
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DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, 430, 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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UnloadShader(shader); // Unload shader
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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