rayjs/examples/shaders/shaders_raymarching.js

82 lines
3.5 KiB
JavaScript

// 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
const shader = loadShader(null, "resources/shaders/glsl330/raymarching.fs");
// 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");
const scale = getWindowScaleDPI()
let resolution = new Vector2(getRenderWidth()*scale.x, getRenderHeight()*scale.y);
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
setShaderValue(shader, viewEyeLoc, camera.position, SHADER_UNIFORM_VEC3);
setShaderValue(shader, viewCenterLoc, camera.target, SHADER_UNIFORM_VEC3);
setShaderValue(shader, runTimeLoc, runTime, SHADER_UNIFORM_FLOAT);
// Check if screen is resized
if (isWindowResized())
{
resolution = new Vector2(getRenderWidth(), getRenderHeight())
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
//--------------------------------------------------------------------------------------
unloadShader(shader)
closeWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------