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- /*******************************************************************************************
- *
- * raylib [shaders] example - Vertex displacement
- *
- * Example originally created with raylib 5.0, last time updated with raylib 4.5
- *
- * Example contributed by <Alex ZH> (@ZzzhHe) and reviewed by Ramon Santamaria (@raysan5)
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2023 <Alex ZH> (@ZzzhHe)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #include "rlgl.h"
-
- #define RLIGHTS_IMPLEMENTATION
- #include "rlights.h"
-
- #if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
- #else // PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
- #endif
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
-
- // set up camera
- Camera camera = {0};
- camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
- camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
- camera.up = (Vector3) {0.0f, 1.0f, 0.0f};
- camera.fovy = 60.0f;
- camera.projection = CAMERA_PERSPECTIVE;
-
- // Load vertex and fragment shaders
- Shader shader = LoadShader(
- TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION));
-
- // Load perlin noise texture
- Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
- Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
- UnloadImage(perlinNoiseImage);
-
- // Set shader uniform location
- int perlinNoiseMapLoc = GetShaderLocation(shader, "perlinNoiseMap");
- rlEnableShader(shader.id);
- rlActiveTextureSlot(1);
- rlEnableTexture(perlinNoiseMap.id);
- rlSetUniformSampler(perlinNoiseMapLoc, 1);
-
- // Create a plane mesh and model
- Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
- Model planeModel = LoadModelFromMesh(planeMesh);
- // Set plane model material
- planeModel.materials[0].shader = shader;
-
- float time = 0.0f;
-
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera, CAMERA_FREE); // Update camera
-
- time += GetFrameTime(); // Update time variable
- SetShaderValue(shader, GetShaderLocation(shader, "time"), &time, SHADER_UNIFORM_FLOAT); // Send time value to shader
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- BeginShaderMode(shader);
- // Draw plane model
- DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {255, 255, 255, 255});
- EndShaderMode();
-
- EndMode3D();
-
- DrawText("Vertex displacement", 10, 10, 20, DARKGRAY);
- DrawFPS(10, 40);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader);
- UnloadModel(planeModel);
- UnloadTexture(perlinNoiseMap);
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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