mirror of https://github.com/raysan5/raylib
120 lines
4.1 KiB
C
120 lines
4.1 KiB
C
/*******************************************************************************************
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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 "rlgl.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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// 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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UnloadTexture(perlinNoiseMap);
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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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