[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
This commit is contained in:
Alex ZH 2024-08-04 15:58:26 -04:00 committed by GitHub
parent 92f60a99f6
commit 43b0c9410e
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
9 changed files with 261 additions and 11 deletions

View File

@ -612,7 +612,8 @@ SHADERS = \
shaders/shaders_texture_outline \
shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \
shaders/shaders_write_depth
shaders/shaders_write_depth \
shaders/shaders_vertex_displacement
AUDIO = \
audio/audio_mixed_processor \

View File

@ -476,7 +476,8 @@ SHADERS = \
shaders/shaders_texture_outline \
shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \
shaders/shaders_write_depth
shaders/shaders_write_depth \
shaders/shaders_vertex_displacement
AUDIO = \
audio/audio_mixed_processor \

View File

@ -178,6 +178,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| 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) |
| 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) |
| 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) |
| 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) |
### category: audio
@ -185,10 +186,10 @@ Examples using raylib audio functionality, including sound/music loading and pla
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
### category: others
@ -196,11 +197,11 @@ Examples showing raylib misc functionality that does not fit in other categories
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
As always contributions are welcome, feel free to send new examples! Here is an [examples template](examples_template.c) to start with!

View File

@ -0,0 +1,18 @@
#version 100
precision mediump float;
// Input vertex attributes (from fragment shader)
varying vec2 fragTexCoord;
varying float height;
void main()
{
vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0);
vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0);
// Interpolate between two colors based on height
vec4 finalColor = mix(darkblue, lightblue, height);
gl_FragColor = finalColor;
}

View File

@ -0,0 +1,45 @@
#version 100
precision mediump float;
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
uniform float time;
uniform sampler2D perlinNoiseMap;
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec3 fragNormal;
varying float height;
void main()
{
// Calculate animated texture coordinates based on time and vertex position
vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3);
// Normalize animated texture coordinates to range [0, 1]
animatedTexCoord = animatedTexCoord * 0.5 + 0.5;
// Fetch displacement from the perlin noise map
float displacement = texture2D(perlinNoiseMap, animatedTexCoord).r * 7.0; // Amplified displacement
// Displace vertex position
vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel * vec4(displacedPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
height = displacedPosition.y * 0.2; // send height to fragment shader for coloring
// Calculate final vertex position
gl_Position = mvp * vec4(displacedPosition, 1.0);
}

View File

@ -0,0 +1,16 @@
#version 330
// Input fragment attributes (from fragment shader)
in vec2 fragTexCoord;
in float height;
// Output fragment color
out vec4 finalColor;
void main()
{
vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0);
vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0);
// interplate between two colors based on height
finalColor = mix(darkblue, lightblue, height);
}

View File

@ -0,0 +1,46 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
uniform float time;
uniform sampler2D perlinNoiseMap;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec3 fragNormal;
out float height;
void main()
{
// Calculate animated texture coordinates based on time and vertex position
vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3);
// Normalize animated texture coordinates to range [0, 1]
animatedTexCoord = animatedTexCoord * 0.5 + 0.5;
// Fetch displacement from the perlin noise map
float displacement = texture(perlinNoiseMap, animatedTexCoord).r * 7; // Amplified displacement
// Displace vertex position
vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(displacedPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
height = displacedPosition.y * 0.2; // send height to fragment shader for coloring
// Calculate final vertex position
gl_Position = mvp*vec4(displacedPosition , 1.0);
}

View File

@ -0,0 +1,122 @@
/*******************************************************************************************
*
* raylib [shaders] example - Vertex displacement
*
* Example originally created with raylib 5.0, last time updated with raylib 4.5
*
* Example contributed by <Alex ZH> (@ZzzhHe) and reviewed by Ramon Santamaria (@raysan5)
*
* 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) 2023 <Alex ZH> (@ZzzhHe)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#include <printf.h>
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
// set up camera
Camera camera = {0};
camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
camera.up = (Vector3) {0.0f, 1.0f, 0.0f};
camera.fovy = 60.0f;
camera.projection = CAMERA_PERSPECTIVE;
// Load vertex and fragment shaders
Shader shader = LoadShader(
TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION)
);
// Load perlin noise texture
Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
UnloadImage(perlinNoiseImage);
// Set shader uniform location
int perlinNoiseMapLoc = GetShaderLocation(shader, "perlinNoiseMap");
rlEnableShader(shader.id);
rlActiveTextureSlot(1);
rlEnableTexture(perlinNoiseMap.id);
rlSetUniformSampler(perlinNoiseMapLoc, 1);
// Create a plane mesh and model
Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
Model planeModel = LoadModelFromMesh(planeMesh);
// Set plane model material
planeModel.materials[0].shader = shader;
float time = 0.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FREE); // Update camera
time += GetFrameTime(); // Update time variable
SetShaderValue(shader, GetShaderLocation(shader, "time"), &time, SHADER_UNIFORM_FLOAT); // Send time value to shader
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
BeginShaderMode(shader);
// Draw plane model
DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {255, 255, 255, 255});
EndShaderMode();
EndMode3D();
DrawText("Vertex displacement", 10, 10, 20, DARKGRAY);
DrawFPS(10, 40);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
UnloadModel(planeModel);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 302 KiB