mirror of
https://github.com/Not-Nik/raylib-zig.git
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118 lines
4.7 KiB
Zig
118 lines
4.7 KiB
Zig
// raylib [shaders] example - Raymarching shapes generation
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//
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// Example complexity rating: [★★★★] 4/4
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//
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// NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
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// 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,
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// BSD-like license that allows static linking with closed source software
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//
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// Copyright (c) 2018-2025 Ramon Santamaria (@raysan5)
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const rl = @import("raylib");
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const std = @import("std");
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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pub fn main() anyerror!void {
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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rl.setConfigFlags(rl.ConfigFlags{ .window_resizable = true });
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rl.initWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
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defer rl.closeWindow(); // Close window and OpenGL context
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// Define the camera to look into our 3d world
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var camera = rl.Camera3D{
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.position = .{ .x = 2.5, .y = 2.5, .z = 3.0 }, // Camera position
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.target = .{ .x = 0.0, .y = 0.0, .z = 0.7 }, // Camera looking at point
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.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
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.fovy = 65.0, // Camera field-of-view Y
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.projection = .perspective, // Camera projection type
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};
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// Load raymarching shader
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const shader = try rl.loadShader(null, "resources/shaders/glsl330/raymarching.fs");
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defer rl.unloadShader(shader);
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// Get shader locations for required uniforms
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const viewEyeLoc = rl.getShaderLocation(shader, "viewEye");
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const viewCenterLoc = rl.getShaderLocation(shader, "viewCenter");
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const runTimeLoc = rl.getShaderLocation(shader, "runTime");
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const resolutionLoc = rl.getShaderLocation(shader, "resolution");
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var resolution = [2]f32{ @floatFromInt(screenWidth), @floatFromInt(screenHeight) };
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rl.setShaderValue(shader, resolutionLoc, &resolution, .vec2);
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var runTime: f32 = 0.0;
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rl.disableCursor(); // Limit cursor to relative movement inside the window
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rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!rl.windowShouldClose()) { // Detect window close button or ESC key
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// Update
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//----------------------------------------------------------------------------------
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rl.updateCamera(&camera, .first_person);
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const cameraPos = [3]f32{ camera.position.x, camera.position.y, camera.position.z };
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const cameraTarget = [3]f32{ camera.target.x, camera.target.y, camera.target.z };
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const deltaTime = rl.getFrameTime();
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runTime += deltaTime;
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// Set shader required uniform values
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rl.setShaderValue(shader, viewEyeLoc, &cameraPos, .vec3);
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rl.setShaderValue(shader, viewCenterLoc, &cameraTarget, .vec3);
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rl.setShaderValue(shader, runTimeLoc, &runTime, .float);
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// Check if screen is resized
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if (rl.isWindowResized()) {
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resolution = [2]f32{
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@floatFromInt(rl.getScreenWidth()),
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@floatFromInt(rl.getScreenHeight()),
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};
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rl.setShaderValue(shader, resolutionLoc, &resolution, .vec2);
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}
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// Draw
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//----------------------------------------------------------------------------------
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rl.beginDrawing();
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defer rl.endDrawing();
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rl.clearBackground(.ray_white);
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// We only draw a white full-screen rectangle,
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// frame is generated in shader using raymarching
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{
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rl.beginShaderMode(shader);
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defer rl.endShaderMode();
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rl.drawRectangle(
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0,
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0,
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rl.getScreenWidth(),
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rl.getScreenHeight(),
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.white,
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);
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}
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rl.drawText(
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"(c) Raymarching shader by Iñigo Quilez. MIT License.",
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rl.getScreenWidth() - 280,
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rl.getScreenHeight() - 20,
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10,
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.black,
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);
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//----------------------------------------------------------------------------------
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}
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}
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