* 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; | |||||
} |