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| author | raysan5 <[email protected]> | 2021-10-17 21:02:18 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-10-17 21:02:18 +0200 |
| commit | 35e67da08e3d214589968c19b4b2fb31d8e566cc (patch) | |
| tree | 5054bcea5f6df754f467590101789b17dd9d9944 /examples/web/shaders/shaders_fog.c | |
| parent | b2228039039afc05c41edd12103123f2a36c8080 (diff) | |
| download | raylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.tar.gz raylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.zip | |
UPDATED: examples to raylib 4.0
Some new examples added
Diffstat (limited to 'examples/web/shaders/shaders_fog.c')
| -rw-r--r-- | examples/web/shaders/shaders_fog.c | 203 |
1 files changed, 0 insertions, 203 deletions
diff --git a/examples/web/shaders/shaders_fog.c b/examples/web/shaders/shaders_fog.c deleted file mode 100644 index 0e0b000..0000000 --- a/examples/web/shaders/shaders_fog.c +++ /dev/null @@ -1,203 +0,0 @@ -/******************************************************************************************* -* -* 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). -* -* This example has been created using raylib 2.5 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5) -* -* Chris Camacho (@codifies - http://bedroomcoders.co.uk/) notes: -* -* This is based on the PBR lighting example, but greatly simplified to aid learning... -* actually there is very little of the PBR example left! -* When I first looked at the bewildering complexity of the PBR example I feared -* I would never understand how I could do simple lighting with raylib however its -* a testement to the authors of raylib (including rlights.h) that the example -* came together fairly quickly. -* -* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#include "raymath.h" - -#define RLIGHTS_IMPLEMENTATION -#include "rlights.h" - -#if defined(PLATFORM_WEB) - #include <emscripten/emscripten.h> -#endif - -#if defined(PLATFORM_DESKTOP) - #define GLSL_VERSION 330 -#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB - #define GLSL_VERSION 100 -#endif - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -const int screenWidth = 800; -const int screenHeight = 450; - -static Camera camera = { 0 }; - -static Model modelA = { 0 }; -static Model modelB = { 0 }; -static Model modelC = { 0 }; -static Shader shader = { 0 }; - -static Texture texture = { 0 }; - -static int ambientLoc = 0; -static float fogDensity = 0.15f; -static int fogDensityLoc = 0; - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void); // Update and Draw one frame - -//---------------------------------------------------------------------------------- -// Program Main Entry Point -//---------------------------------------------------------------------------------- -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog"); - - // Define the camera to look into our 3d world - camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; - camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; - camera.fovy = 45.0f; - camera.projection = CAMERA_PERSPECTIVE; - - // Load models and texture - modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32)); - modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f)); - modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32)); - texture = LoadTexture("resources/texel_checker.png"); - - // 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; - - // Load shader and set up some uniforms - shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_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"); - - // Ambient light level - ambientLoc = GetShaderLocation(shader, "ambient"); - SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4); - - fogDensityLoc = GetShaderLocation(shader, "fogDensity"); - SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT); - - // NOTE: All models share the same shader - modelA.materials[0].shader = shader; - modelB.materials[0].shader = shader; - modelC.materials[0].shader = shader; - - // Using just 1 point lights - CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader); - - SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode - -#if defined(PLATFORM_WEB) - emscripten_set_main_loop(UpdateDrawFrame, 60, 1); -#else - SetTargetFPS(60); // Set our game to run at 60 frames-per-second - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - UpdateDrawFrame(); - } -#endif - - // 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; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definitions -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void) -{ - // Update - //---------------------------------------------------------------------------------- - UpdateCamera(&camera); // Update camera - - if (IsKeyDown(KEY_UP)) - { - fogDensity += 0.001; - if (fogDensity > 1.0) fogDensity = 1.0; - } - - if (IsKeyDown(KEY_DOWN)) - { - fogDensity -= 0.001; - if (fogDensity < 0.0) fogDensity = 0.0; - } - - SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT); - - // Rotate the torus - modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025)); - modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)); - - // 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(); - - ClearBackground(GRAY); - - BeginMode3D(camera); - - // Draw the three models - DrawModel(modelA, Vector3Zero(), 1.0f, WHITE); - DrawModel(modelB, (Vector3){ -2.6, 0, 0 }, 1.0f, WHITE); - DrawModel(modelC, (Vector3){ 2.6, 0, 0 }, 1.0f, WHITE); - - for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ i, 0, 2 }, 1.0f, WHITE); - - EndMode3D(); - - DrawText(TextFormat("Use KEY_UP/KEY_DOWN to change fog density [%.2f]", fogDensity), 10, 10, 20, RAYWHITE); - - EndDrawing(); - //---------------------------------------------------------------------------------- -} |
