|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   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). | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 2.5, last time updated with raylib 3.7 | 
						
						
							|  | * | 
						
						
							|  | *   Example contributed by Chris Camacho (@chriscamacho) 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) 2019-2023 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #include "raymath.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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							|  |     SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available) | 
						
						
							|  |     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog"); | 
						
						
							|  | 
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							|  |     // Define the camera to look into our 3d world | 
						
						
							|  |     Camera camera = { 0 }; | 
						
						
							|  |     camera.position = (Vector3){ 2.0f, 2.0f, 6.0f };    // Camera position | 
						
						
							|  |     camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };      // Camera looking at point | 
						
						
							|  |     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target) | 
						
						
							|  |     camera.fovy = 45.0f;                                // Camera field-of-view Y | 
						
						
							|  |     camera.projection = CAMERA_PERSPECTIVE;             // Camera projection 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"); | 
						
						
							|  | 
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							|  |     // 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; | 
						
						
							|  | 
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							|  |     // Load shader and set up some uniforms | 
						
						
							|  |     Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/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"); | 
						
						
							|  | 
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							|  |     // Ambient light level | 
						
						
							|  |     int ambientLoc = GetShaderLocation(shader, "ambient"); | 
						
						
							|  |     SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4); | 
						
						
							|  | 
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							|  |     float fogDensity = 0.15f; | 
						
						
							|  |     int fogDensityLoc = GetShaderLocation(shader, "fogDensity"); | 
						
						
							|  |     SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT); | 
						
						
							|  | 
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							|  |     // NOTE: All models share the same shader | 
						
						
							|  |     modelA.materials[0].shader = shader; | 
						
						
							|  |     modelB.materials[0].shader = shader; | 
						
						
							|  |     modelC.materials[0].shader = shader; | 
						
						
							|  | 
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							|  |     // Using just 1 point lights | 
						
						
							|  |     CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader); | 
						
						
							|  | 
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							|  |     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, CAMERA_ORBITAL); | 
						
						
							|  | 
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							|  |         if (IsKeyDown(KEY_UP)) | 
						
						
							|  |         { | 
						
						
							|  |             fogDensity += 0.001f; | 
						
						
							|  |             if (fogDensity > 1.0f) fogDensity = 1.0f; | 
						
						
							|  |         } | 
						
						
							|  | 
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							|  |         if (IsKeyDown(KEY_DOWN)) | 
						
						
							|  |         { | 
						
						
							|  |             fogDensity -= 0.001f; | 
						
						
							|  |             if (fogDensity < 0.0f) fogDensity = 0.0f; | 
						
						
							|  |         } | 
						
						
							|  | 
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							|  |         SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT); | 
						
						
							|  | 
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							|  |         // Rotate the torus | 
						
						
							|  |         modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f)); | 
						
						
							|  |         modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f)); | 
						
						
							|  | 
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							|  |         // 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(); | 
						
						
							|  | 
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							|  |             ClearBackground(GRAY); | 
						
						
							|  | 
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							|  |             BeginMode3D(camera); | 
						
						
							|  | 
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							|  |                 // Draw the three models | 
						
						
							|  |                 DrawModel(modelA, Vector3Zero(), 1.0f, WHITE); | 
						
						
							|  |                 DrawModel(modelB, (Vector3){ -2.6f, 0, 0 }, 1.0f, WHITE); | 
						
						
							|  |                 DrawModel(modelC, (Vector3){ 2.6f, 0, 0 }, 1.0f, WHITE); | 
						
						
							|  | 
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							|  |                 for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ (float)i, 0, 2 }, 1.0f, WHITE); | 
						
						
							|  | 
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							|  |             EndMode3D(); | 
						
						
							|  | 
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							|  |             DrawText(TextFormat("Use KEY_UP/KEY_DOWN to change fog density [%.2f]", fogDensity), 10, 10, 20, RAYWHITE); | 
						
						
							|  | 
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // 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; | 
						
						
							|  | }
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