* shaders-vertex_displacement init * implement simulation of wave in ocean * update examples/README & add some comments * update comments * add gl100 shaderspull/4213/head
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#version 100 | |||
precision mediump float; | |||
// Input vertex attributes (from fragment shader) | |||
varying vec2 fragTexCoord; | |||
varying float height; | |||
void main() | |||
{ | |||
vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0); | |||
vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0); | |||
// Interpolate between two colors based on height | |||
vec4 finalColor = mix(darkblue, lightblue, height); | |||
gl_FragColor = finalColor; | |||
} |
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#version 100 | |||
precision mediump float; | |||
attribute vec3 vertexPosition; | |||
attribute vec2 vertexTexCoord; | |||
attribute vec3 vertexNormal; | |||
attribute vec4 vertexColor; | |||
uniform mat4 mvp; | |||
uniform mat4 matModel; | |||
uniform mat4 matNormal; | |||
uniform float time; | |||
uniform sampler2D perlinNoiseMap; | |||
varying vec3 fragPosition; | |||
varying vec2 fragTexCoord; | |||
varying vec3 fragNormal; | |||
varying float height; | |||
void main() | |||
{ | |||
// Calculate animated texture coordinates based on time and vertex position | |||
vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3); | |||
// Normalize animated texture coordinates to range [0, 1] | |||
animatedTexCoord = animatedTexCoord * 0.5 + 0.5; | |||
// Fetch displacement from the perlin noise map | |||
float displacement = texture2D(perlinNoiseMap, animatedTexCoord).r * 7.0; // Amplified displacement | |||
// Displace vertex position | |||
vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0); | |||
// Send vertex attributes to fragment shader | |||
fragPosition = vec3(matModel * vec4(displacedPosition, 1.0)); | |||
fragTexCoord = vertexTexCoord; | |||
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0))); | |||
height = displacedPosition.y * 0.2; // send height to fragment shader for coloring | |||
// Calculate final vertex position | |||
gl_Position = mvp * vec4(displacedPosition, 1.0); | |||
} |
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#version 330 | |||
// Input fragment attributes (from fragment shader) | |||
in vec2 fragTexCoord; | |||
in float height; | |||
// Output fragment color | |||
out vec4 finalColor; | |||
void main() | |||
{ | |||
vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0); | |||
vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0); | |||
// interplate between two colors based on height | |||
finalColor = mix(darkblue, lightblue, height); | |||
} |
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#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; | |||
uniform mat4 matNormal; | |||
uniform float time; | |||
uniform sampler2D perlinNoiseMap; | |||
// Output vertex attributes (to fragment shader) | |||
out vec3 fragPosition; | |||
out vec2 fragTexCoord; | |||
out vec3 fragNormal; | |||
out float height; | |||
void main() | |||
{ | |||
// Calculate animated texture coordinates based on time and vertex position | |||
vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3); | |||
// Normalize animated texture coordinates to range [0, 1] | |||
animatedTexCoord = animatedTexCoord * 0.5 + 0.5; | |||
// Fetch displacement from the perlin noise map | |||
float displacement = texture(perlinNoiseMap, animatedTexCoord).r * 7; // Amplified displacement | |||
// Displace vertex position | |||
vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0); | |||
// Send vertex attributes to fragment shader | |||
fragPosition = vec3(matModel*vec4(displacedPosition, 1.0)); | |||
fragTexCoord = vertexTexCoord; | |||
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); | |||
height = displacedPosition.y * 0.2; // send height to fragment shader for coloring | |||
// Calculate final vertex position | |||
gl_Position = mvp*vec4(displacedPosition , 1.0); | |||
} |
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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 "raymath.h" | |||
#include "rlgl.h" | |||
#include <printf.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); | |||
CloseWindow(); // Close window and OpenGL context | |||
//-------------------------------------------------------------------------------------- | |||
return 0; | |||
} |