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+/*******************************************************************************************
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+*
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+* raylib [shaders] example - Hot reloading
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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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+* This example has been created using raylib 3.0 (www.raylib.com)
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+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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+*
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+* Copyright (c) 2020 Ramon Santamaria (@raysan5)
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+*
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+********************************************************************************************/
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+
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+#include "raylib.h"
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+
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+#include <time.h> // Required for: localtime(), asctime()
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+
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+#if defined(PLATFORM_DESKTOP)
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+ #define GLSL_VERSION 330
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+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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+ #define GLSL_VERSION 100
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+#endif
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+
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+int main(void)
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+{
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+ // Initialization
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+ //--------------------------------------------------------------------------------------
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+ int screenWidth = 800;
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+ int screenHeight = 450;
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+
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+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading");
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+
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+ const char *fragShaderFileName = "resources/shaders/glsl%i/reload.fs";
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+ long fragShaderFileModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION));
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+
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+ // Load raymarching shader
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+ // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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+ Shader shader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION));
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+
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+ // Get shader locations for required uniforms
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+ int resolutionLoc = GetShaderLocation(shader, "resolution");
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+ int mouseLoc = GetShaderLocation(shader, "mouse");
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+ int timeLoc = GetShaderLocation(shader, "time");
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+
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+ float resolution[2] = { (float)screenWidth, (float)screenHeight };
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+ SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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+
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+ float totalTime = 0.0f;
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+ bool shaderAutoReloading = false;
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+
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+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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+ //--------------------------------------------------------------------------------------
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+
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+ // Main game loop
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+ while (!WindowShouldClose()) // Detect window close button or ESC key
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+ {
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+ // Update
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+ //----------------------------------------------------------------------------------
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+ totalTime += GetFrameTime();
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+ Vector2 mouse = GetMousePosition();
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+ float mousePos[2] = { mouse.x, mouse.y };
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+
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+ // Set shader required uniform values
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+ SetShaderValue(shader, timeLoc, &totalTime, UNIFORM_FLOAT);
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+ SetShaderValue(shader, mouseLoc, mousePos, UNIFORM_VEC2);
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+
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+ // Hot shader reloading
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+ if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
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+ {
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+ long currentFragShaderModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION));
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+
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+ // Check if shader file has been modified
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+ if (currentFragShaderModTime != fragShaderFileModTime)
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+ {
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+ // Try reloading updated shader
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+ Shader updatedShader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION));
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+
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+ if (updatedShader.id != GetShaderDefault().id) // It was correctly loaded
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+ {
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+ UnloadShader(shader);
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+ shader = updatedShader;
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+
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+ // Get shader locations for required uniforms
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+ resolutionLoc = GetShaderLocation(shader, "resolution");
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+ mouseLoc = GetShaderLocation(shader, "mouse");
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+ timeLoc = GetShaderLocation(shader, "time");
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+
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+ // Reset required uniforms
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+ SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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+ }
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+
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+ fragShaderFileModTime = currentFragShaderModTime;
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+ }
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+ }
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+
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+ if (IsKeyPressed(KEY_A)) shaderAutoReloading = !shaderAutoReloading;
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+ //----------------------------------------------------------------------------------
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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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+
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+ ClearBackground(RAYWHITE);
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+
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+ // We only draw a white full-screen rectangle, frame is generated in shader
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+ BeginShaderMode(shader);
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+ DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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+ EndShaderMode();
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+
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+ DrawText(FormatText("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
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+ shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK);
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+ if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK);
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+
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+ DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, 430, 10, BLACK);
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+
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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+ }
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+
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+ // De-Initialization
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+ //--------------------------------------------------------------------------------------
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+ UnloadShader(shader); // Unload shader
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+
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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