aboutsummaryrefslogtreecommitdiff
path: root/deps/raylib/examples/shaders/shaders_hot_reloading.c
diff options
context:
space:
mode:
Diffstat (limited to 'deps/raylib/examples/shaders/shaders_hot_reloading.c')
-rw-r--r--deps/raylib/examples/shaders/shaders_hot_reloading.c135
1 files changed, 135 insertions, 0 deletions
diff --git a/deps/raylib/examples/shaders/shaders_hot_reloading.c b/deps/raylib/examples/shaders/shaders_hot_reloading.c
new file mode 100644
index 0000000..2a9ea2d
--- /dev/null
+++ b/deps/raylib/examples/shaders/shaders_hot_reloading.c
@@ -0,0 +1,135 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - Hot reloading
+*
+* 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 3.0, last time updated with raylib 3.5
+*
+* 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) 2020-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "rlgl.h"
+
+#include <time.h> // Required for: localtime(), asctime()
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading");
+
+ const char *fragShaderFileName = "resources/shaders/glsl%i/reload.fs";
+ time_t fragShaderFileModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
+
+ // Load raymarching shader
+ // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
+ Shader shader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
+
+ // Get shader locations for required uniforms
+ int resolutionLoc = GetShaderLocation(shader, "resolution");
+ int mouseLoc = GetShaderLocation(shader, "mouse");
+ int timeLoc = GetShaderLocation(shader, "time");
+
+ float resolution[2] = { (float)screenWidth, (float)screenHeight };
+ SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
+
+ float totalTime = 0.0f;
+ bool shaderAutoReloading = false;
+
+ 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
+ //----------------------------------------------------------------------------------
+ totalTime += GetFrameTime();
+ Vector2 mouse = GetMousePosition();
+ float mousePos[2] = { mouse.x, mouse.y };
+
+ // Set shader required uniform values
+ SetShaderValue(shader, timeLoc, &totalTime, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, mouseLoc, mousePos, SHADER_UNIFORM_VEC2);
+
+ // Hot shader reloading
+ if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)))
+ {
+ long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
+
+ // Check if shader file has been modified
+ if (currentFragShaderModTime != fragShaderFileModTime)
+ {
+ // Try reloading updated shader
+ Shader updatedShader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
+
+ if (updatedShader.id != rlGetShaderIdDefault()) // It was correctly loaded
+ {
+ UnloadShader(shader);
+ shader = updatedShader;
+
+ // Get shader locations for required uniforms
+ resolutionLoc = GetShaderLocation(shader, "resolution");
+ mouseLoc = GetShaderLocation(shader, "mouse");
+ timeLoc = GetShaderLocation(shader, "time");
+
+ // Reset required uniforms
+ SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
+ }
+
+ fragShaderFileModTime = currentFragShaderModTime;
+ }
+ }
+
+ if (IsKeyPressed(KEY_A)) shaderAutoReloading = !shaderAutoReloading;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // We only draw a white full-screen rectangle, frame is generated in shader
+ BeginShaderMode(shader);
+ DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
+ EndShaderMode();
+
+ DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
+ shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK);
+ if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK);
+
+ DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, 430, 10, BLACK);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader); // Unload shader
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}