new example: shaders_fog
This commit is contained in:
parent
ce8d7042c6
commit
4b79f63d07
99
examples/shaders/resources/shaders/glsl330/fog.fs
Normal file
99
examples/shaders/resources/shaders/glsl330/fog.fs
Normal file
@ -0,0 +1,99 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
in vec3 fragPosition;
|
||||
in vec3 fragNormal;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
#define LIGHT_DIRECTIONAL 0
|
||||
#define LIGHT_POINT 1
|
||||
|
||||
struct MaterialProperty {
|
||||
vec3 color;
|
||||
int useSampler;
|
||||
sampler2D sampler;
|
||||
};
|
||||
|
||||
struct Light {
|
||||
int enabled;
|
||||
int type;
|
||||
vec3 position;
|
||||
vec3 target;
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
// Input lighting values
|
||||
uniform Light lights[MAX_LIGHTS];
|
||||
uniform vec4 ambient;
|
||||
uniform vec3 viewPos;
|
||||
uniform float fogDensity;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
vec3 lightDot = vec3(0.0);
|
||||
vec3 normal = normalize(fragNormal);
|
||||
vec3 viewD = normalize(viewPos - fragPosition);
|
||||
vec3 specular = vec3(0.0);
|
||||
|
||||
// NOTE: Implement here your fragment shader code
|
||||
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
if (lights[i].enabled == 1)
|
||||
{
|
||||
vec3 light = vec3(0.0);
|
||||
if (lights[i].type == LIGHT_DIRECTIONAL) {
|
||||
light = -normalize(lights[i].target - lights[i].position);
|
||||
}
|
||||
if (lights[i].type == LIGHT_POINT) {
|
||||
light = normalize(lights[i].position - fragPosition);
|
||||
}
|
||||
float NdotL = max(dot(normal, light), 0.0);
|
||||
lightDot += lights[i].color.rgb * NdotL;
|
||||
|
||||
float specCo = 0.0;
|
||||
if(NdotL > 0.0)
|
||||
specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16);//16 =shine
|
||||
specular += specCo;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
finalColor = (texelColor * ((colDiffuse+vec4(specular,1)) * vec4(lightDot, 1.0)));
|
||||
finalColor += texelColor * (ambient/10.0);
|
||||
|
||||
// Gamma correction
|
||||
finalColor = pow(finalColor, vec4(1.0/2.2));
|
||||
|
||||
// Fog calculation
|
||||
float dist = length(viewPos - fragPosition);
|
||||
|
||||
// these could be parameters...
|
||||
const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0);
|
||||
//const float fogDensity = 0.16;
|
||||
|
||||
// Exponential fog
|
||||
float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity));
|
||||
|
||||
// Linear fog (less nice)
|
||||
//const float fogStart = 2.0;
|
||||
//const float fogEnd = 10.0;
|
||||
//float fogFactor = (fogEnd - dist)/(fogEnd - fogStart);
|
||||
|
||||
fogFactor = clamp(fogFactor, 0.0, 1.0);
|
||||
|
||||
finalColor = mix(fogColor, finalColor, fogFactor);
|
||||
}
|
32
examples/shaders/resources/shaders/glsl330/fog.vs
Normal file
32
examples/shaders/resources/shaders/glsl330/fog.vs
Normal file
@ -0,0 +1,32 @@
|
||||
#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;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
out vec3 fragPosition;
|
||||
out vec3 fragNormal;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send vertex attributes to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
|
||||
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
|
||||
fragNormal = normalize(normalMatrix*vertexNormal);
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvp*vec4(vertexPosition, 1.0);
|
||||
}
|
153
examples/shaders/shaders_fog.c
Normal file
153
examples/shaders/shaders_fog.c
Normal file
@ -0,0 +1,153 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - fog
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
||||
*
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Chris Camacho (@codifies - http://bedroomcoders.co.uk/) notes:
|
||||
*
|
||||
* This is based on the PBR lighting example, but greatly simplified to aid learning...
|
||||
* actually there is very little of the PBR example left!
|
||||
* When I first looked at the bewildering complexity of the PBR example I feared
|
||||
* I would never understand how I could do simple lighting with raylib however its
|
||||
* a testement to the authors of raylib (including rlights.h) that the example
|
||||
* came together fairly quickly.
|
||||
*
|
||||
* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
#define RLIGHTS_IMPLEMENTATION
|
||||
#include "rlights.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {
|
||||
(Vector3){ 2.0f, 2.0f, 6.0f }, // position
|
||||
(Vector3){ 0.0f, 0.5f, 0.0f }, // target
|
||||
(Vector3){ 0.0f, 1.0f, 0.0f }, // up
|
||||
45.0f, CAMERA_PERSPECTIVE }; // fov, type
|
||||
|
||||
// Load models and texture
|
||||
Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
|
||||
Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
|
||||
Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));
|
||||
Texture texture = LoadTexture("resources/texel_checker.png");
|
||||
|
||||
// Assign texture to default model material
|
||||
modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
|
||||
modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
|
||||
modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
|
||||
|
||||
// Load shader and set up some uniforms
|
||||
Shader shader = LoadShader("resources/shaders/glsl330/fog.vs", "resources/shaders/glsl330/fog.fs");
|
||||
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
|
||||
shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
||||
|
||||
// Ambient light level
|
||||
int ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
|
||||
|
||||
float fogDensity = 0.15f;
|
||||
int fogDensityLoc = GetShaderLocation(shader, "fogDensity");
|
||||
SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT);
|
||||
|
||||
// NOTE: All models share the same shader
|
||||
modelA.materials[0].shader = shader;
|
||||
modelB.materials[0].shader = shader;
|
||||
modelC.materials[0].shader = shader;
|
||||
|
||||
// Using just 1 point lights
|
||||
CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader);
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
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); // Update camera
|
||||
|
||||
if (IsKeyDown(KEY_UP))
|
||||
{
|
||||
fogDensity += 0.001;
|
||||
if (fogDensity > 1.0) fogDensity = 1.0;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KEY_DOWN))
|
||||
{
|
||||
fogDensity -= 0.001;
|
||||
if (fogDensity < 0.0) fogDensity = 0.0;
|
||||
}
|
||||
|
||||
SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT);
|
||||
|
||||
// Rotate the torus
|
||||
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
|
||||
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
|
||||
|
||||
// Update the light shader with the camera view position
|
||||
SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], &camera.position.x, UNIFORM_VEC3);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(GRAY);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
// Draw the three models
|
||||
DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
|
||||
DrawModel(modelB, (Vector3){ -2.6, 0, 0 }, 1.0f, WHITE);
|
||||
DrawModel(modelC, (Vector3){ 2.6, 0, 0 }, 1.0f, WHITE);
|
||||
|
||||
for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ i, 0, 2 }, 1.0f, WHITE);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText(TextFormat("Use KEY_UP/KEY_DOWN to change fog density [%.2f]", fogDensity), 10, 10, 20, RAYWHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(modelA); // Unload the model A
|
||||
UnloadModel(modelB); // Unload the model B
|
||||
UnloadModel(modelC); // Unload the model C
|
||||
UnloadTexture(texture); // Unload the texture
|
||||
UnloadShader(shader); // Unload shader
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/shaders/shaders_fog.png
Normal file
BIN
examples/shaders/shaders_fog.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 80 KiB |
Loading…
x
Reference in New Issue
Block a user