|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shaders] example - vertex displacement | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★★★☆] 3/4 | 
						
						
							|  | * | 
						
						
							|  | *   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) 2023-2025 Alex ZH (@ZzzhHe) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #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; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement"); | 
						
						
							|  | 
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							|  |     // 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; | 
						
						
							|  | 
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							|  |     // 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)); | 
						
						
							|  | 
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							|  |     // Load perlin noise texture | 
						
						
							|  |     Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f); | 
						
						
							|  |     Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage); | 
						
						
							|  |     UnloadImage(perlinNoiseImage); | 
						
						
							|  | 
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							|  |     // Set shader uniform location | 
						
						
							|  |     int perlinNoiseMapLoc = GetShaderLocation(shader, "perlinNoiseMap"); | 
						
						
							|  |     rlEnableShader(shader.id); | 
						
						
							|  |     rlActiveTextureSlot(1); | 
						
						
							|  |     rlEnableTexture(perlinNoiseMap.id); | 
						
						
							|  |     rlSetUniformSampler(perlinNoiseMapLoc, 1); | 
						
						
							|  | 
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							|  |     // 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; | 
						
						
							|  | 
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							|  |     float time = 0.0f; | 
						
						
							|  | 
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							|  |     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(); | 
						
						
							|  | 
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							|  |             ClearBackground(RAYWHITE); | 
						
						
							|  | 
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							|  |             BeginMode3D(camera); | 
						
						
							|  | 
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							|  |                 BeginShaderMode(shader); | 
						
						
							|  |                     // Draw plane model | 
						
						
							|  |                     DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {255, 255, 255, 255}); | 
						
						
							|  |                 EndShaderMode(); | 
						
						
							|  | 
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							|  |             EndMode3D(); | 
						
						
							|  | 
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							|  |             DrawText("Vertex displacement", 10, 10, 20, DARKGRAY); | 
						
						
							|  |             DrawFPS(10, 40); | 
						
						
							|  | 
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadShader(shader); | 
						
						
							|  |     UnloadModel(planeModel); | 
						
						
							|  |     UnloadTexture(perlinNoiseMap); | 
						
						
							|  | 
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							|  |     CloseWindow();        // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
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