/******************************************************************************************* * * raylib [shaders] example - raymarching rendering * * 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) * ********************************************************************************************/ using static Raylib_cs.ConfigFlags; namespace Examples.Shaders; public class Raymarching : IExample { #if BROWSER public const int GlslVersion = 100; // WebGL1 needs GLSL ES 100 #else public const int GlslVersion = 330; #endif public string Name => "Shaders / Raymarching"; public string Title => "raylib [shaders] example - raymarching rendering"; public ConfigFlags ConfigFlags => ConfigFlags.ResizableWindow; public bool CursorDisabled => true; private int screenWidth; private int screenHeight; private Camera3D camera; private Shader shader; private int viewEyeLoc; private int viewCenterLoc; private int runTimeLoc; private int resolutionLoc; private float runTime; public void Init() { screenWidth = GetScreenWidth(); screenHeight = GetScreenHeight(); camera = new(); camera.Position = new Vector3(2.5f, 2.5f, 3.0f); // Camera position camera.Target = new Vector3(0.0f, 0.0f, 0.7f); // Camera looking at point camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target) camera.FovY = 65.0f; // Camera field-of-view Y camera.Projection = CameraProjection.Perspective; // Camera projection type // Load raymarching shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/raymarching.fs"); // Get shader locations for required uniforms viewEyeLoc = GetShaderLocation(shader, "viewEye"); viewCenterLoc = GetShaderLocation(shader, "viewCenter"); runTimeLoc = GetShaderLocation(shader, "runTime"); resolutionLoc = GetShaderLocation(shader, "resolution"); float[] resolution = { (float)screenWidth, (float)screenHeight }; Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2); runTime = 0.0f; } public void Update() { // Update //---------------------------------------------------------------------------------- UpdateCamera(ref camera, CameraMode.FirstPerson); var deltaTime = GetFrameTime(); runTime += deltaTime; // Set shader required uniform values Raylib.SetShaderValue(shader, viewEyeLoc, camera.Position, ShaderUniformDataType.Vec3); Raylib.SetShaderValue(shader, viewCenterLoc, camera.Target, ShaderUniformDataType.Vec3); Raylib.SetShaderValue(shader, runTimeLoc, runTime, ShaderUniformDataType.Float); // Check if screen is resized if (IsWindowResized()) { screenWidth = GetScreenWidth(); screenHeight = GetScreenHeight(); var resolution = new float[] { (float)screenWidth, (float)screenHeight }; Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2); } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(Color.RayWhite); // We only draw a white full-screen rectangle, // frame is generated in shader using raymarching BeginShaderMode(shader); DrawRectangle(0, 0, screenWidth, screenHeight, Color.White); EndShaderMode(); DrawText( "(c) Raymarching shader by Iñigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, Color.Black ); EndDrawing(); //---------------------------------------------------------------------------------- } public void Unload() { UnloadShader(shader); // Unload shader } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- SetConfigFlags(ResizableWindow); InitWindow(800, 450, "raylib [shaders] example - raymarching rendering"); DisableCursor(); // Limit cursor to relative movement inside the window SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- var game = new Raymarching(); game.Init(); // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } }