raymarching rendering
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//! raylib [shaders] example - raymarching rendering
//!
//! Zig-API translation of examples/shaders/shaders_raymarching_rendering.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2018-2025 Ramon Santamaria (@raysan5)
//!
//! 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.
const std = @import("std");
const rl = @import("raylib");
const glsl_version = 330;
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.setConfigFlags(.{ .window_resizable = true });
rl.initWindow(screen_width, screen_height, "raylib [shaders] example - raymarching rendering");
defer rl.closeWindow(); // Close window and OpenGL context
var camera: rl.Camera = .{
.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
// NOTE: Defining null for vertex shader forces usage of internal default vertex shader
const shader = try rl.loadShader(null, std.fmt.comptimePrint("resources/shaders/glsl{d}/raymarching.fs", .{glsl_version}));
defer rl.unloadShader(shader);
// Get shader locations for required uniforms
const view_eye_loc = rl.getShaderLocation(shader, "viewEye");
const view_center_loc = rl.getShaderLocation(shader, "viewCenter");
const run_time_loc = rl.getShaderLocation(shader, "runTime");
const resolution_loc = rl.getShaderLocation(shader, "resolution");
var resolution = [2]f32{ screen_width, screen_height };
rl.setShaderValue(shader, resolution_loc, resolution);
var run_time: 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 delta_time = rl.getFrameTime();
run_time += delta_time;
// Set shader required uniform values
rl.setShaderValue(shader, view_eye_loc, camera.position);
rl.setShaderValue(shader, view_center_loc, camera.target);
rl.setShaderValue(shader, run_time_loc, run_time);
// Check if screen is resized
if (rl.isWindowResized()) {
resolution = .{ @floatFromInt(rl.getScreenWidth()), @floatFromInt(rl.getScreenHeight()) };
rl.setShaderValue(shader, resolution_loc, resolution);
}
// 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);
}
}/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB -> Not supported at this moment
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching rendering");
Camera camera = { 0 };
camera.position = (Vector3){ 2.5f, 2.5f, 3.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.7f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 65.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load raymarching shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
// Get shader locations for required uniforms
int viewEyeLoc = GetShaderLocation(shader, "viewEye");
int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
int runTimeLoc = GetShaderLocation(shader, "runTime");
int resolutionLoc = GetShaderLocation(shader, "resolution");
float resolution[2] = { (float)screenWidth, (float)screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
float runTime = 0.0f;
DisableCursor(); // Limit cursor to relative movement inside the window
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
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
float deltaTime = GetFrameTime();
runTime += deltaTime;
// Set shader required uniform values
SetShaderValue(shader, viewEyeLoc, cameraPos, SHADER_UNIFORM_VEC3);
SetShaderValue(shader, viewCenterLoc, cameraTarget, SHADER_UNIFORM_VEC3);
SetShaderValue(shader, runTimeLoc, &runTime, SHADER_UNIFORM_FLOAT);
// Check if screen is resized
if (IsWindowResized())
{
resolution[0] = (float)GetScreenWidth();
resolution[1] = (float)GetScreenHeight();
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// We only draw a white full-screen rectangle,
// frame is generated in shader using raymarching
BeginShaderMode(shader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
EndShaderMode();
DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", GetScreenWidth() - 280, GetScreenHeight() - 20, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.