diff --git a/examples/shaders/resources/shaders/glsl330/fog.fs b/examples/shaders/resources/shaders/glsl330/fog.fs new file mode 100644 index 00000000..57ed1480 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/fog.fs @@ -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); +} diff --git a/examples/shaders/resources/shaders/glsl330/fog.vs b/examples/shaders/resources/shaders/glsl330/fog.vs new file mode 100644 index 00000000..00779cfa --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/fog.vs @@ -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); +} diff --git a/examples/shaders/shaders_fog.c b/examples/shaders/shaders_fog.c new file mode 100644 index 00000000..e8f2691d --- /dev/null +++ b/examples/shaders/shaders_fog.c @@ -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; +} diff --git a/examples/shaders/shaders_fog.png b/examples/shaders/shaders_fog.png new file mode 100644 index 00000000..52008e8a Binary files /dev/null and b/examples/shaders/shaders_fog.png differ