|
|
- /*******************************************************************************************
- *
- * 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 (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
- *
- * Chris Camacho (@chriscamacho - 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 (@chriscamacho) 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[MATERIAL_MAP_DIFFUSE].texture = texture;
- modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
- modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
-
- // Load shader and set up some uniforms
- Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
- shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
- shader.locs[SHADER_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 }, SHADER_UNIFORM_VEC4);
-
- float fogDensity = 0.15f;
- int fogDensityLoc = GetShaderLocation(shader, "fogDensity");
- SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_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, SHADER_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[SHADER_LOC_VECTOR_VIEW], &camera.position.x, SHADER_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;
- }
|