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| author | Industrious Nomad <44799276+IndustriousNomad@users.noreply.github.com> | 2019-10-26 03:45:15 -0400 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2019-10-26 09:45:15 +0200 |
| commit | a6db31c01e57ba9b0370190b11222dfaf4023b73 (patch) | |
| tree | 2cb0821b430c2e9613d74d9c4a1c0cb00bd103d2 /examples/shaders | |
| parent | 39e22046c144e551ada940facd98f5f3d7039e59 (diff) | |
| download | raylib-a6db31c01e57ba9b0370190b11222dfaf4023b73.tar.gz raylib-a6db31c01e57ba9b0370190b11222dfaf4023b73.zip | |
updated RayMarching Demo (#997)
* Removed Unused Uniforms
uniform vec3 viewUp;
uniform float deltaTime;
* Removed Unused uniforms
uniform vec3 viewUp;
uniform float deltaTime;
* Updated Source
Added - #define PLATFORM_DESKTOP line for desktop users.
This now will correctly find the proper glsl version for the raymarching.fs file.
Removed - Uniforms --> deltaTime and viewUp. Including the code that was setting them.
They were never used and they were triggering a log warning.
Removed - The const from both screenWidth and screenHeight.
Now they can be used to update the shader resolution when screen is resized.
NOTE : This is a quick fix and probably not the best idea.
Added - IsWindowResized() to check if screen is resized.
If window is resized then width, height and shader resolution are updated.
Changed - MIT tag at bottom right color value to BLACK. Now it's easier to see.
* Closer Match to original code
* Removed the PLATFORM_DESKTOP Define
Diffstat (limited to 'examples/shaders')
| -rw-r--r-- | examples/shaders/resources/shaders/glsl100/raymarching.fs | 4 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/raymarching.fs | 4 | ||||
| -rw-r--r-- | examples/shaders/shaders_raymarching.c | 26 |
3 files changed, 18 insertions, 16 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/raymarching.fs b/examples/shaders/resources/shaders/glsl100/raymarching.fs index 4ae71297..c823e01e 100644 --- a/examples/shaders/resources/shaders/glsl100/raymarching.fs +++ b/examples/shaders/resources/shaders/glsl100/raymarching.fs @@ -8,8 +8,6 @@ varying vec4 fragColor; uniform vec3 viewEye; uniform vec3 viewCenter; -uniform vec3 viewUp; -uniform float deltaTime; uniform float runTime; uniform vec2 resolution; @@ -428,4 +426,4 @@ void main() #endif gl_FragColor = vec4( tot, 1.0 ); -}
\ No newline at end of file +} diff --git a/examples/shaders/resources/shaders/glsl330/raymarching.fs b/examples/shaders/resources/shaders/glsl330/raymarching.fs index 7c9fbcb1..3cec58a2 100644 --- a/examples/shaders/resources/shaders/glsl330/raymarching.fs +++ b/examples/shaders/resources/shaders/glsl330/raymarching.fs @@ -9,8 +9,6 @@ out vec4 finalColor; uniform vec3 viewEye; uniform vec3 viewCenter; -uniform vec3 viewUp; -uniform float deltaTime; uniform float runTime; uniform vec2 resolution; @@ -429,4 +427,4 @@ void main() #endif finalColor = vec4( tot, 1.0 ); -}
\ No newline at end of file +} diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c index 34091792..06ad0f92 100644 --- a/examples/shaders/shaders_raymarching.c +++ b/examples/shaders/shaders_raymarching.c @@ -28,9 +28,10 @@ int main(void) { // Initialization //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; + int screenWidth = 800; + int screenHeight = 450; + SetConfigFlags(FLAG_WINDOW_RESIZABLE); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes"); Camera camera = { 0 }; @@ -48,12 +49,10 @@ int main(void) // Get shader locations for required uniforms int viewEyeLoc = GetShaderLocation(shader, "viewEye"); int viewCenterLoc = GetShaderLocation(shader, "viewCenter"); - int viewUpLoc = GetShaderLocation(shader, "viewUp"); - int deltaTimeLoc = GetShaderLocation(shader, "deltaTime"); int runTimeLoc = GetShaderLocation(shader, "runTime"); int resolutionLoc = GetShaderLocation(shader, "resolution"); - float resolution[2] = { screenWidth, screenHeight }; + float resolution[2] = { (float)screenWidth, (float)screenHeight }; SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2); float runTime = 0.0f; @@ -64,13 +63,22 @@ int main(void) // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { + // Check if screen is resized + //---------------------------------------------------------------------------------- + if(IsWindowResized()) + { + screenWidth = GetScreenWidth(); + screenHeight = GetScreenHeight(); + float resolution[2] = { (float)screenWidth, (float)screenHeight }; + SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2); + } + // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera 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 cameraUp[3] = { camera.up.x, camera.up.y, camera.up.z }; float deltaTime = GetFrameTime(); runTime += deltaTime; @@ -78,8 +86,6 @@ int main(void) // Set shader required uniform values SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3); SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3); - SetShaderValue(shader, viewUpLoc, cameraUp, UNIFORM_VEC3); - SetShaderValue(shader, deltaTimeLoc, &deltaTime, UNIFORM_FLOAT); SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT); //---------------------------------------------------------------------------------- @@ -95,7 +101,7 @@ int main(void) DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); EndShaderMode(); - DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, GRAY); + DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, BLACK); EndDrawing(); //---------------------------------------------------------------------------------- @@ -109,4 +115,4 @@ int main(void) //-------------------------------------------------------------------------------------- return 0; -}
\ No newline at end of file +} |
