From c8e15d6bada7b442989645d7c2bfa5499c2a9b72 Mon Sep 17 00:00:00 2001 From: Industrious Nomad <44799276+IndustriousNomad@users.noreply.github.com> Date: Fri, 25 Oct 2019 05:40:38 -0400 Subject: [PATCH] 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. --- examples/shaders/shaders_raymarching.c | 32 ++++++++++++++++---------- 1 file changed, 20 insertions(+), 12 deletions(-) diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c index 34091792e..e21a7b264 100644 --- a/examples/shaders/shaders_raymarching.c +++ b/examples/shaders/shaders_raymarching.c @@ -18,6 +18,8 @@ #include "raylib.h" +#define PLATFORM_DESKTOP // comment this out if you are not compiling this for desktop. + #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB @@ -28,9 +30,10 @@ 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 }; @@ -48,29 +51,36 @@ 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; - SetTargetFPS(60); // Set our game to run at 60 frames-per-second + SetTargetFPS(60); //-------------------------------------------------------------------------------------- // 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 +88,6 @@ 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); //---------------------------------------------------------------------------------- @@ -92,10 +100,10 @@ int main(void) // We only draw a white full-screen rectangle, // frame is generated in shader using raymarching BeginShaderMode(shader); - DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); + DrawRectangle(0, 0, screenWidth, screenHeight, RAYWHITE); 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 +117,4 @@ int main(void) //-------------------------------------------------------------------------------------- return 0; -} \ No newline at end of file +}