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
41int 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