[examples] Add new example: shaders_vertex_displacement
(#4186)
* shaders-vertex_displacement init * implement simulation of wave in ocean * update examples/README & add some comments * update comments * add gl100 shaders
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@ -612,7 +612,8 @@ SHADERS = \
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shaders/shaders_texture_outline \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_waves \
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shaders/shaders_write_depth
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shaders/shaders_write_depth \
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shaders/shaders_vertex_displacement
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AUDIO = \
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audio/audio_mixed_processor \
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@ -476,7 +476,8 @@ SHADERS = \
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shaders/shaders_texture_outline \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_waves \
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shaders/shaders_write_depth
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shaders/shaders_write_depth \
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shaders/shaders_vertex_displacement
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AUDIO = \
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audio/audio_mixed_processor \
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@ -178,6 +178,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
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| 115 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) |
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| 116 | [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
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| 117 | [shaders_deferred_render](shaders/shaders_deferred_render.c) | <img src="shaders/shaders_deferred_render.png" alt="shaders_deferred_render" width="80"> | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
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| 118 | [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) | <img src="shaders/shaders_vertex_displacement.png" alt="shaders_deferred_render" width="80"> | ⭐️☆☆☆ | 1.5 | 1.5 | [Alex ZH](https://github.com/ZzzhHe) |
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### category: audio
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@ -185,10 +186,10 @@ Examples using raylib audio functionality, including sound/music loading and pla
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| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
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|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
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| 118 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
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| 119 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
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| 120 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) |
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| 121 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
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| 119 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
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| 120 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
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| 121 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) |
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| 122 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
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### category: others
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@ -196,11 +197,11 @@ Examples showing raylib misc functionality that does not fit in other categories
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| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
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|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
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| 122 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | **4.0** | [Ray](https://github.com/raysan5) |
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| 123 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Teddy Astie](https://github.com/tsnake41) |
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| 124 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
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| 125 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Stephan Soller](https://github.com/arkanis) |
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| 126 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
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| 123 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | **4.0** | [Ray](https://github.com/raysan5) |
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| 124 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Teddy Astie](https://github.com/tsnake41) |
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| 125 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
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| 126 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Stephan Soller](https://github.com/arkanis) |
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| 127 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
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As always contributions are welcome, feel free to send new examples! Here is an [examples template](examples_template.c) to start with!
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@ -0,0 +1,18 @@
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#version 100
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precision mediump float;
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// Input vertex attributes (from fragment shader)
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varying vec2 fragTexCoord;
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varying float height;
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void main()
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{
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vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0);
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vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0);
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// Interpolate between two colors based on height
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vec4 finalColor = mix(darkblue, lightblue, height);
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gl_FragColor = finalColor;
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}
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@ -0,0 +1,45 @@
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#version 100
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precision mediump float;
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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uniform float time;
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uniform sampler2D perlinNoiseMap;
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec3 fragNormal;
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varying float height;
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void main()
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{
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// Calculate animated texture coordinates based on time and vertex position
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vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3);
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// Normalize animated texture coordinates to range [0, 1]
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animatedTexCoord = animatedTexCoord * 0.5 + 0.5;
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// Fetch displacement from the perlin noise map
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float displacement = texture2D(perlinNoiseMap, animatedTexCoord).r * 7.0; // Amplified displacement
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// Displace vertex position
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vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
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// Send vertex attributes to fragment shader
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fragPosition = vec3(matModel * vec4(displacedPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
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height = displacedPosition.y * 0.2; // send height to fragment shader for coloring
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// Calculate final vertex position
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gl_Position = mvp * vec4(displacedPosition, 1.0);
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}
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#version 330
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// Input fragment attributes (from fragment shader)
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in vec2 fragTexCoord;
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in float height;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0);
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vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0);
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// interplate between two colors based on height
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finalColor = mix(darkblue, lightblue, height);
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}
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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uniform float time;
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uniform sampler2D perlinNoiseMap;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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out float height;
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void main()
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{
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// Calculate animated texture coordinates based on time and vertex position
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vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3);
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// Normalize animated texture coordinates to range [0, 1]
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animatedTexCoord = animatedTexCoord * 0.5 + 0.5;
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// Fetch displacement from the perlin noise map
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float displacement = texture(perlinNoiseMap, animatedTexCoord).r * 7; // Amplified displacement
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// Displace vertex position
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vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
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// Send vertex attributes to fragment shader
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fragPosition = vec3(matModel*vec4(displacedPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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height = displacedPosition.y * 0.2; // send height to fragment shader for coloring
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// Calculate final vertex position
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gl_Position = mvp*vec4(displacedPosition , 1.0);
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}
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examples/shaders/shaders_vertex_displacement.c
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examples/shaders/shaders_vertex_displacement.c
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/*******************************************************************************************
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*
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* raylib [shaders] example - Vertex displacement
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*
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* Example originally created with raylib 5.0, last time updated with raylib 4.5
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*
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* Example contributed by <Alex ZH> (@ZzzhHe) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2023 <Alex ZH> (@ZzzhHe)
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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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#include "rlgl.h"
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#include <printf.h>
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // 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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// Program main entry point
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
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// set up camera
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Camera camera = {0};
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camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
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camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
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camera.up = (Vector3) {0.0f, 1.0f, 0.0f};
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camera.fovy = 60.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Load vertex and fragment shaders
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Shader shader = LoadShader(
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TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION)
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);
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// Load perlin noise texture
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Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
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Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
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UnloadImage(perlinNoiseImage);
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// Set shader uniform location
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int perlinNoiseMapLoc = GetShaderLocation(shader, "perlinNoiseMap");
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rlEnableShader(shader.id);
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rlActiveTextureSlot(1);
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rlEnableTexture(perlinNoiseMap.id);
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rlSetUniformSampler(perlinNoiseMapLoc, 1);
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// Create a plane mesh and model
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Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
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Model planeModel = LoadModelFromMesh(planeMesh);
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// Set plane model material
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planeModel.materials[0].shader = shader;
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float time = 0.0f;
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SetTargetFPS(60);
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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, CAMERA_FREE); // Update camera
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time += GetFrameTime(); // Update time variable
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SetShaderValue(shader, GetShaderLocation(shader, "time"), &time, SHADER_UNIFORM_FLOAT); // Send time value to shader
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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BeginShaderMode(shader);
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// Draw plane model
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DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {255, 255, 255, 255});
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EndShaderMode();
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EndMode3D();
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DrawText("Vertex displacement", 10, 10, 20, DARKGRAY);
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DrawFPS(10, 40);
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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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UnloadShader(shader);
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UnloadModel(planeModel);
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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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examples/shaders/shaders_vertex_displacement.png
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examples/shaders/shaders_vertex_displacement.png
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