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raylib/examples/shaders/shaders_raymarching_rendering.c

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/*******************************************************************************************
*
* raylib [shaders] example - raymarching rendering
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*
* Example complexity rating: [] 4/4
*
* 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
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*
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* Example originally created with raylib 2.0, last time updated with raylib 4.2
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*
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* 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) 2018-2025 Ramon Santamaria (@raysan5)
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*
********************************************************************************************/
#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB -> Not supported at this moment
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#define GLSL_VERSION 100
#endif
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//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
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int main(void)
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{
// Initialization
//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
const int screenHeight = 450;
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching rendering");
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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
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// 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));
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// 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");
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float resolution[2] = { (float)screenWidth, (float)screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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float runTime = 0.0f;
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DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
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float deltaTime = GetFrameTime();
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runTime += deltaTime;
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// 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);
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// Check if screen is resized
if (IsWindowResized())
{
resolution[0] = (float)GetScreenWidth();
resolution[1] = (float)GetScreenHeight();
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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}
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//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// We only draw a white full-screen rectangle,
// frame is generated in shader using raymarching
BeginShaderMode(shader);
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
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EndShaderMode();
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DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", GetScreenWidth() - 280, GetScreenHeight() - 20, 10, BLACK);
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EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}