1 | /******************************************************************************************* |
2 | * |
3 | * raylib [shaders] example - fog |
4 | * |
5 | * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, |
6 | * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. |
7 | * |
8 | * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3). |
9 | * |
10 | * This example has been created using raylib 2.5 (www.raylib.com) |
11 | * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
12 | * |
13 | * Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5) |
14 | * |
15 | * Chris Camacho (@codifies - http://bedroomcoders.co.uk/) notes: |
16 | * |
17 | * This is based on the PBR lighting example, but greatly simplified to aid learning... |
18 | * actually there is very little of the PBR example left! |
19 | * When I first looked at the bewildering complexity of the PBR example I feared |
20 | * I would never understand how I could do simple lighting with raylib however its |
21 | * a testement to the authors of raylib (including rlights.h) that the example |
22 | * came together fairly quickly. |
23 | * |
24 | * Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5) |
25 | * |
26 | ********************************************************************************************/ |
27 | |
28 | #include "raylib.h" |
29 | |
30 | #include "raymath.h" |
31 | |
32 | #define RLIGHTS_IMPLEMENTATION |
33 | #include "rlights.h" |
34 | |
35 | #if defined(PLATFORM_DESKTOP) |
36 | #define GLSL_VERSION 330 |
37 | #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB |
38 | #define GLSL_VERSION 100 |
39 | #endif |
40 | |
41 | int main(void) |
42 | { |
43 | // Initialization |
44 | //-------------------------------------------------------------------------------------- |
45 | const int screenWidth = 800; |
46 | const int screenHeight = 450; |
47 | |
48 | SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) |
49 | InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog" ); |
50 | |
51 | // Define the camera to look into our 3d world |
52 | Camera camera = { |
53 | (Vector3){ 2.0f, 2.0f, 6.0f }, // position |
54 | (Vector3){ 0.0f, 0.5f, 0.0f }, // target |
55 | (Vector3){ 0.0f, 1.0f, 0.0f }, // up |
56 | 45.0f, CAMERA_PERSPECTIVE }; // fov, type |
57 | |
58 | // Load models and texture |
59 | Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32)); |
60 | Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f)); |
61 | Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32)); |
62 | Texture texture = LoadTexture("resources/texel_checker.png" ); |
63 | |
64 | // Assign texture to default model material |
65 | modelA.materials[0].maps[MAP_DIFFUSE].texture = texture; |
66 | modelB.materials[0].maps[MAP_DIFFUSE].texture = texture; |
67 | modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; |
68 | |
69 | // Load shader and set up some uniforms |
70 | Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs" , GLSL_VERSION), |
71 | FormatText("resources/shaders/glsl%i/fog.fs" , GLSL_VERSION)); |
72 | shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel" ); |
73 | shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos" ); |
74 | |
75 | // Ambient light level |
76 | int ambientLoc = GetShaderLocation(shader, "ambient" ); |
77 | SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4); |
78 | |
79 | float fogDensity = 0.15f; |
80 | int fogDensityLoc = GetShaderLocation(shader, "fogDensity" ); |
81 | SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT); |
82 | |
83 | // NOTE: All models share the same shader |
84 | modelA.materials[0].shader = shader; |
85 | modelB.materials[0].shader = shader; |
86 | modelC.materials[0].shader = shader; |
87 | |
88 | // Using just 1 point lights |
89 | CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader); |
90 | |
91 | SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode |
92 | |
93 | SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
94 | //-------------------------------------------------------------------------------------- |
95 | |
96 | // Main game loop |
97 | while (!WindowShouldClose()) // Detect window close button or ESC key |
98 | { |
99 | // Update |
100 | //---------------------------------------------------------------------------------- |
101 | UpdateCamera(&camera); // Update camera |
102 | |
103 | if (IsKeyDown(KEY_UP)) |
104 | { |
105 | fogDensity += 0.001; |
106 | if (fogDensity > 1.0) fogDensity = 1.0; |
107 | } |
108 | |
109 | if (IsKeyDown(KEY_DOWN)) |
110 | { |
111 | fogDensity -= 0.001; |
112 | if (fogDensity < 0.0) fogDensity = 0.0; |
113 | } |
114 | |
115 | SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT); |
116 | |
117 | // Rotate the torus |
118 | modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025)); |
119 | modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)); |
120 | |
121 | // Update the light shader with the camera view position |
122 | SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], &camera.position.x, UNIFORM_VEC3); |
123 | //---------------------------------------------------------------------------------- |
124 | |
125 | // Draw |
126 | //---------------------------------------------------------------------------------- |
127 | BeginDrawing(); |
128 | |
129 | ClearBackground(GRAY); |
130 | |
131 | BeginMode3D(camera); |
132 | |
133 | // Draw the three models |
134 | DrawModel(modelA, Vector3Zero(), 1.0f, WHITE); |
135 | DrawModel(modelB, (Vector3){ -2.6, 0, 0 }, 1.0f, WHITE); |
136 | DrawModel(modelC, (Vector3){ 2.6, 0, 0 }, 1.0f, WHITE); |
137 | |
138 | for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ i, 0, 2 }, 1.0f, WHITE); |
139 | |
140 | EndMode3D(); |
141 | |
142 | DrawText(TextFormat("Use KEY_UP/KEY_DOWN to change fog density [%.2f]" , fogDensity), 10, 10, 20, RAYWHITE); |
143 | |
144 | EndDrawing(); |
145 | //---------------------------------------------------------------------------------- |
146 | } |
147 | |
148 | // De-Initialization |
149 | //-------------------------------------------------------------------------------------- |
150 | UnloadModel(modelA); // Unload the model A |
151 | UnloadModel(modelB); // Unload the model B |
152 | UnloadModel(modelC); // Unload the model C |
153 | UnloadTexture(texture); // Unload the texture |
154 | UnloadShader(shader); // Unload shader |
155 | |
156 | CloseWindow(); // Close window and OpenGL context |
157 | //-------------------------------------------------------------------------------------- |
158 | |
159 | return 0; |
160 | } |
161 | |