161 lines
6.4 KiB
C
161 lines
6.4 KiB
C
/*******************************************************************************************
|
|
*
|
|
* 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"
|
|
|
|
#if defined(PLATFORM_DESKTOP)
|
|
#define GLSL_VERSION 330
|
|
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
#define GLSL_VERSION 100
|
|
#endif
|
|
|
|
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(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
|
|
FormatText("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
|
|
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;
|
|
}
|