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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shaders/shaders_raymarching.c
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+/*******************************************************************************************
+*
+* raylib [shaders] example - Raymarching shapes generation
+*
+* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
+* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
+*
+* Example originally created with raylib 2.0, last time updated with raylib 4.2
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2018-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_ANDROID, PLATFORM_WEB -> Not supported at this moment
+ #define GLSL_VERSION 100
+#endif
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ SetConfigFlags(FLAG_WINDOW_RESIZABLE);
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
+
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 2.5f, 2.5f, 3.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.7f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 65.0f; // Camera field-of-view Y
+ camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
+
+ // Load raymarching shader
+ // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
+ Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
+
+ // Get shader locations for required uniforms
+ int viewEyeLoc = GetShaderLocation(shader, "viewEye");
+ int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
+ int runTimeLoc = GetShaderLocation(shader, "runTime");
+ int resolutionLoc = GetShaderLocation(shader, "resolution");
+
+ float resolution[2] = { (float)screenWidth, (float)screenHeight };
+ SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
+
+ float runTime = 0.0f;
+
+ 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);
+
+ float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
+ float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
+
+ float deltaTime = GetFrameTime();
+ runTime += deltaTime;
+
+ // Set shader required uniform values
+ SetShaderValue(shader, viewEyeLoc, cameraPos, SHADER_UNIFORM_VEC3);
+ SetShaderValue(shader, viewCenterLoc, cameraTarget, SHADER_UNIFORM_VEC3);
+ SetShaderValue(shader, runTimeLoc, &runTime, SHADER_UNIFORM_FLOAT);
+
+ // Check if screen is resized
+ if (IsWindowResized())
+ {
+ resolution[0] = (float)GetScreenWidth();
+ resolution[1] = (float)GetScreenHeight();
+ 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 IƱigo Quilez. MIT License.", GetScreenWidth() - 280, GetScreenHeight() - 20, 10, BLACK);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader); // Unload shader
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}