2019-08-19 13:08:45 +03:00
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/*******************************************************************************************
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*
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* raylib [shaders] example - fog
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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*
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* This example has been created using raylib 2.5 (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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* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Chris Camacho (@codifies - http://bedroomcoders.co.uk/) notes:
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*
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* This is based on the PBR lighting example, but greatly simplified to aid learning...
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* actually there is very little of the PBR example left!
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* When I first looked at the bewildering complexity of the PBR example I feared
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* I would never understand how I could do simple lighting with raylib however its
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* a testement to the authors of raylib (including rlights.h) that the example
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* came together fairly quickly.
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*
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* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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2020-03-02 15:27:54 +03:00
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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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2019-08-19 13:08:45 +03:00
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog");
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// Define the camera to look into our 3d world
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Camera camera = {
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(Vector3){ 2.0f, 2.0f, 6.0f }, // position
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(Vector3){ 0.0f, 0.5f, 0.0f }, // target
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(Vector3){ 0.0f, 1.0f, 0.0f }, // up
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45.0f, CAMERA_PERSPECTIVE }; // fov, type
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// Load models and texture
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Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
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Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));
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Texture texture = LoadTexture("resources/texel_checker.png");
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// Assign texture to default model material
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modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
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modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
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modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
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// Load shader and set up some uniforms
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2020-03-02 15:27:54 +03:00
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Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
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FormatText("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
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2019-08-19 13:08:45 +03:00
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shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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// Ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
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float fogDensity = 0.15f;
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int fogDensityLoc = GetShaderLocation(shader, "fogDensity");
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SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT);
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// NOTE: All models share the same shader
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modelA.materials[0].shader = shader;
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modelB.materials[0].shader = shader;
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modelC.materials[0].shader = shader;
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// Using just 1 point lights
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CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader);
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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UpdateCamera(&camera); // Update camera
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if (IsKeyDown(KEY_UP))
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{
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fogDensity += 0.001;
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if (fogDensity > 1.0) fogDensity = 1.0;
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}
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if (IsKeyDown(KEY_DOWN))
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{
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fogDensity -= 0.001;
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if (fogDensity < 0.0) fogDensity = 0.0;
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}
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SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT);
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// Rotate the torus
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
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// Update the light shader with the camera view position
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SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], &camera.position.x, UNIFORM_VEC3);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(GRAY);
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BeginMode3D(camera);
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// Draw the three models
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DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
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DrawModel(modelB, (Vector3){ -2.6, 0, 0 }, 1.0f, WHITE);
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DrawModel(modelC, (Vector3){ 2.6, 0, 0 }, 1.0f, WHITE);
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for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ i, 0, 2 }, 1.0f, WHITE);
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EndMode3D();
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DrawText(TextFormat("Use KEY_UP/KEY_DOWN to change fog density [%.2f]", fogDensity), 10, 10, 20, RAYWHITE);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(modelA); // Unload the model A
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UnloadModel(modelB); // Unload the model B
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UnloadModel(modelC); // Unload the model C
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UnloadTexture(texture); // Unload the texture
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UnloadShader(shader); // Unload shader
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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