raylib-zig/examples/shaders/raymarching.zig
2025-03-12 21:21:15 +01:00

118 lines
4.7 KiB
Zig

// raylib [shaders] example - Raymarching shapes generation
//
// 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.
//
// Example originally created with raylib 2.0, last time updated with raylib 4.2
//
// 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)
const rl = @import("raylib");
const std = @import("std");
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
pub fn main() anyerror!void {
// Initialization
//--------------------------------------------------------------------------------------
const screenWidth = 800;
const screenHeight = 450;
rl.setConfigFlags(rl.ConfigFlags{ .window_resizable = true });
rl.initWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
defer rl.closeWindow(); // Close window and OpenGL context
// Define the camera to look into our 3d world
var camera = rl.Camera3D{
.position = .{ .x = 2.5, .y = 2.5, .z = 3.0 }, // Camera position
.target = .{ .x = 0.0, .y = 0.0, .z = 0.7 }, // Camera looking at point
.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
.fovy = 65.0, // Camera field-of-view Y
.projection = .perspective, // Camera projection type
};
// Load raymarching shader
const shader = try rl.loadShader(null, "resources/shaders/glsl330/raymarching.fs");
defer rl.unloadShader(shader);
// Get shader locations for required uniforms
const viewEyeLoc = rl.getShaderLocation(shader, "viewEye");
const viewCenterLoc = rl.getShaderLocation(shader, "viewCenter");
const runTimeLoc = rl.getShaderLocation(shader, "runTime");
const resolutionLoc = rl.getShaderLocation(shader, "resolution");
var resolution = [2]f32{ @floatFromInt(screenWidth), @floatFromInt(screenHeight) };
rl.setShaderValue(shader, resolutionLoc, &resolution, .vec2);
var runTime: f32 = 0.0;
rl.disableCursor(); // Limit cursor to relative movement inside the window
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
//----------------------------------------------------------------------------------
rl.updateCamera(&camera, .first_person);
const cameraPos = [3]f32{ camera.position.x, camera.position.y, camera.position.z };
const cameraTarget = [3]f32{ camera.target.x, camera.target.y, camera.target.z };
const deltaTime = rl.getFrameTime();
runTime += deltaTime;
// Set shader required uniform values
rl.setShaderValue(shader, viewEyeLoc, &cameraPos, .vec3);
rl.setShaderValue(shader, viewCenterLoc, &cameraTarget, .vec3);
rl.setShaderValue(shader, runTimeLoc, &runTime, .float);
// Check if screen is resized
if (rl.isWindowResized()) {
resolution = [2]f32{
@floatFromInt(rl.getScreenWidth()),
@floatFromInt(rl.getScreenHeight()),
};
rl.setShaderValue(shader, resolutionLoc, &resolution, .vec2);
}
// Draw
//----------------------------------------------------------------------------------
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
// We only draw a white full-screen rectangle,
// frame is generated in shader using raymarching
{
rl.beginShaderMode(shader);
defer rl.endShaderMode();
rl.drawRectangle(
0,
0,
rl.getScreenWidth(),
rl.getScreenHeight(),
.white,
);
}
rl.drawText(
"(c) Raymarching shader by Iñigo Quilez. MIT License.",
rl.getScreenWidth() - 280,
rl.getScreenHeight() - 20,
10,
.black,
);
//----------------------------------------------------------------------------------
}
}