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authorRay <raysan5@gmail.com>2019-08-19 12:08:45 +0200
committerRay <raysan5@gmail.com>2019-08-19 12:08:45 +0200
commit4b79f63d07ca81c180ce9d021b2d5fa6cb6af401 (patch)
tree9584317bb9195f68071ff31df659bd69efc90363 /examples
parentce8d7042c625d45e28755d80f9b39beb1d2a6c5a (diff)
downloadraylib-4b79f63d07ca81c180ce9d021b2d5fa6cb6af401.tar.gz
raylib-4b79f63d07ca81c180ce9d021b2d5fa6cb6af401.zip
new example: shaders_fog
Diffstat (limited to 'examples')
-rw-r--r--examples/shaders/resources/shaders/glsl330/fog.fs99
-rw-r--r--examples/shaders/resources/shaders/glsl330/fog.vs32
-rw-r--r--examples/shaders/shaders_fog.c153
-rw-r--r--examples/shaders/shaders_fog.pngbin0 -> 81626 bytes
4 files changed, 284 insertions, 0 deletions
diff --git a/examples/shaders/resources/shaders/glsl330/fog.fs b/examples/shaders/resources/shaders/glsl330/fog.fs
new file mode 100644
index 00000000..57ed1480
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/fog.fs
@@ -0,0 +1,99 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+in vec3 fragPosition;
+in vec3 fragNormal;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+#define MAX_LIGHTS 4
+#define LIGHT_DIRECTIONAL 0
+#define LIGHT_POINT 1
+
+struct MaterialProperty {
+ vec3 color;
+ int useSampler;
+ sampler2D sampler;
+};
+
+struct Light {
+ int enabled;
+ int type;
+ vec3 position;
+ vec3 target;
+ vec4 color;
+};
+
+// Input lighting values
+uniform Light lights[MAX_LIGHTS];
+uniform vec4 ambient;
+uniform vec3 viewPos;
+uniform float fogDensity;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord);
+ vec3 lightDot = vec3(0.0);
+ vec3 normal = normalize(fragNormal);
+ vec3 viewD = normalize(viewPos - fragPosition);
+ vec3 specular = vec3(0.0);
+
+ // NOTE: Implement here your fragment shader code
+
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (lights[i].enabled == 1)
+ {
+ vec3 light = vec3(0.0);
+ if (lights[i].type == LIGHT_DIRECTIONAL) {
+ light = -normalize(lights[i].target - lights[i].position);
+ }
+ if (lights[i].type == LIGHT_POINT) {
+ light = normalize(lights[i].position - fragPosition);
+ }
+ float NdotL = max(dot(normal, light), 0.0);
+ lightDot += lights[i].color.rgb * NdotL;
+
+ float specCo = 0.0;
+ if(NdotL > 0.0)
+ specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16);//16 =shine
+ specular += specCo;
+
+ }
+ }
+
+ finalColor = (texelColor * ((colDiffuse+vec4(specular,1)) * vec4(lightDot, 1.0)));
+ finalColor += texelColor * (ambient/10.0);
+
+ // Gamma correction
+ finalColor = pow(finalColor, vec4(1.0/2.2));
+
+ // Fog calculation
+ float dist = length(viewPos - fragPosition);
+
+ // these could be parameters...
+ const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0);
+ //const float fogDensity = 0.16;
+
+ // Exponential fog
+ float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity));
+
+ // Linear fog (less nice)
+ //const float fogStart = 2.0;
+ //const float fogEnd = 10.0;
+ //float fogFactor = (fogEnd - dist)/(fogEnd - fogStart);
+
+ fogFactor = clamp(fogFactor, 0.0, 1.0);
+
+ finalColor = mix(fogColor, finalColor, fogFactor);
+}
diff --git a/examples/shaders/resources/shaders/glsl330/fog.vs b/examples/shaders/resources/shaders/glsl330/fog.vs
new file mode 100644
index 00000000..00779cfa
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/fog.vs
@@ -0,0 +1,32 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+in vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 matModel;
+
+// Output vertex attributes (to fragment shader)
+out vec2 fragTexCoord;
+out vec4 fragColor;
+out vec3 fragPosition;
+out vec3 fragNormal;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+ fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
+ mat3 normalMatrix = transpose(inverse(mat3(matModel)));
+ fragNormal = normalize(normalMatrix*vertexNormal);
+
+ // Calculate final vertex position
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
+}
diff --git a/examples/shaders/shaders_fog.c b/examples/shaders/shaders_fog.c
new file mode 100644
index 00000000..e8f2691d
--- /dev/null
+++ b/examples/shaders/shaders_fog.c
@@ -0,0 +1,153 @@
+/*******************************************************************************************
+*
+* 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"
+
+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 camera = {
+ (Vector3){ 2.0f, 2.0f, 6.0f }, // position
+ (Vector3){ 0.0f, 0.5f, 0.0f }, // target
+ (Vector3){ 0.0f, 1.0f, 0.0f }, // up
+ 45.0f, CAMERA_PERSPECTIVE }; // fov, 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");
+
+ // Assign texture to default model material
+ modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
+ modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
+ modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
+
+ // Load shader and set up some uniforms
+ Shader shader = LoadShader("resources/shaders/glsl330/fog.vs", "resources/shaders/glsl330/fog.fs");
+ shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
+ shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
+
+ // Ambient light level
+ int ambientLoc = GetShaderLocation(shader, "ambient");
+ SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
+
+ float fogDensity = 0.15f;
+ int fogDensityLoc = GetShaderLocation(shader, "fogDensity");
+ SetShaderValue(shader, fogDensityLoc, &fogDensity, 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
+
+ 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); // 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, 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[LOC_VECTOR_VIEW], &camera.position.x, 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();
+ //----------------------------------------------------------------------------------
+ }
+
+ // 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;
+}
diff --git a/examples/shaders/shaders_fog.png b/examples/shaders/shaders_fog.png
new file mode 100644
index 00000000..52008e8a
--- /dev/null
+++ b/examples/shaders/shaders_fog.png
Binary files differ