/******************************************************************************************* * * raylib [shaders] example - Hot reloading * * 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 3.0, last time updated with raylib 3.5 * * 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) 2020-2024 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "rlgl.h" #include // Required for: localtime(), asctime() #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading"); const char *fragShaderFileName = "resources/shaders/glsl%i/reload.fs"; time_t fragShaderFileModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION)); // Load raymarching shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader Shader shader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION)); // Get shader locations for required uniforms int resolutionLoc = GetShaderLocation(shader, "resolution"); int mouseLoc = GetShaderLocation(shader, "mouse"); int timeLoc = GetShaderLocation(shader, "time"); float resolution[2] = { (float)screenWidth, (float)screenHeight }; SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); float totalTime = 0.0f; bool shaderAutoReloading = false; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- totalTime += GetFrameTime(); Vector2 mouse = GetMousePosition(); float mousePos[2] = { mouse.x, mouse.y }; // Set shader required uniform values SetShaderValue(shader, timeLoc, &totalTime, SHADER_UNIFORM_FLOAT); SetShaderValue(shader, mouseLoc, mousePos, SHADER_UNIFORM_VEC2); // Hot shader reloading if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))) { long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION)); // Check if shader file has been modified if (currentFragShaderModTime != fragShaderFileModTime) { // Try reloading updated shader Shader updatedShader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION)); if (updatedShader.id != rlGetShaderIdDefault()) // It was correctly loaded { UnloadShader(shader); shader = updatedShader; // Get shader locations for required uniforms resolutionLoc = GetShaderLocation(shader, "resolution"); mouseLoc = GetShaderLocation(shader, "mouse"); timeLoc = GetShaderLocation(shader, "time"); // Reset required uniforms SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); } fragShaderFileModTime = currentFragShaderModTime; } } if (IsKeyPressed(KEY_A)) shaderAutoReloading = !shaderAutoReloading; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // We only draw a white full-screen rectangle, frame is generated in shader BeginShaderMode(shader); DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); EndShaderMode(); DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s", shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK); if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK); DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, 430, 10, BLACK); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); // Unload shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }