diff --git a/examples/shaders/fog.py b/examples/shaders/fog.py new file mode 100644 index 0000000..3cc18b1 --- /dev/null +++ b/examples/shaders/fog.py @@ -0,0 +1,94 @@ +""" +Example converted to Python from: +http://bedroomcoders.co.uk/raylib-fog/ +""" + +from raylib.dynamic import raylib as rl, ffi +from raylib.colors import * + +rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT | rl.FLAG_WINDOW_RESIZABLE) +rl.InitWindow(1280, 768, b'Fog Test') + +camera = ffi.new('struct Camera3D *', [ + [2, 2, 6], + [0, 5, 0], + [0, 1, 0], + 45, + rl.CAMERA_PERSPECTIVE +]) + +model = rl.LoadModelFromMesh(rl.GenMeshTorus(0.4, 1, 16, 32)) +model2 = rl.LoadModelFromMesh(rl.GenMeshCube(1, 1, 1)) +model3 = rl.LoadModelFromMesh(rl.GenMeshSphere(0.5, 32, 32)) + +texture = rl.LoadTexture(b'resources/test.png') + +model.materials[0].maps[rl.MAP_DIFFUSE].texture = texture +model2.materials[0].maps[rl.MAP_DIFFUSE].texture = texture +model3.materials[0].maps[rl.MAP_DIFFUSE].texture = texture + +shader = rl.LoadShader(b'resources/shaders/fogLight.vs', b'resources/shaders/fogLight.fs') +shader.locs[rl.LOC_MATRIX_MODEL] = rl.GetShaderLocation(shader, b'matModel') +shader.locs[rl.LOC_VECTOR_VIEW] = rl.GetShaderLocation(shader, b'viewPos') + +amb = rl.GetShaderLocation(shader, b'ambient') +rl.SetShaderValue(shader, amb, ffi.new('float[]', [0.2, 0.2, 0.2, 1.0]), rl.UNIFORM_VEC4) + +fog_color = [0.2, 0.2, 1.0, 1.0] +fogC = rl.GetShaderLocation(shader, b'fogColor') +rl.SetShaderValue(shader, fogC, ffi.new('float[]', fog_color), rl.UNIFORM_VEC4) + +fogD = rl.GetShaderLocation(shader, b'FogDensity') +fogDensity = 0.12 +rl.SetShaderValue(shader, fogD, ffi.new('float[]', [fogDensity]), rl.UNIFORM_FLOAT) + + +model.materials[0].shader = shader +model2.materials[0].shader = shader +model3.materials[0].shader = shader + +rl.SetCameraMode(camera[0], rl.CAMERA_ORBITAL) +rl.SetTargetFPS(60) + +while not rl.WindowShouldClose(): + rl.UpdateCamera(camera) + + if rl.IsKeyDown(rl.KEY_UP): + fogDensity = min(fogDensity + 0.001, 1) + + if rl.IsKeyDown(rl.KEY_DOWN): + fogDensity = max(fogDensity - 0.001, 0) + + rl.SetShaderValue(shader, fogD, ffi.new('float[]', [fogDensity]), rl.UNIFORM_FLOAT) + + rl.SetShaderValue(shader, shader.locs[rl.LOC_VECTOR_VIEW], ffi.new('float[]', [camera.position.x]), rl.UNIFORM_VEC3) + + rl.BeginDrawing() + + rl.ClearBackground([int(255 * i) for i in fog_color]) + + rl.BeginMode3D(camera[0]) + rl.DrawModel(model, [0] * 3, 1, WHITE) + rl.DrawModel(model2, [-2.6, 0, 0], 1, WHITE) + rl.DrawModel(model3, [ 2.6, 0, 0], 1, WHITE) + + for i in range(-20, 20, 2): + rl.DrawModel(model, [i, 0, 2], 1, WHITE) + + + rl.DrawGizmo([1000, 1000, 1000]) + + rl.EndMode3D() + + rl.DrawFPS(10, 10) + rl.DrawText(f'Up/Down to change fog density: {fogDensity}'.encode('utf-8'), 10, 30, 20, WHITE) + + rl.EndDrawing() + + +rl.CloseWindow() +rl.UnloadModel(model) +rl.UnloadModel(model2) +rl.UnloadModel(model3) +rl.UnloadTexture(texture) +rl.UnloadShader(shader) diff --git a/examples/shaders/resources/shaders/fogLight.fs b/examples/shaders/resources/shaders/fogLight.fs new file mode 100644 index 0000000..652143c --- /dev/null +++ b/examples/shaders/resources/shaders/fogLight.fs @@ -0,0 +1,91 @@ +#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; +uniform vec4 fogColor; + +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 + finalColor = pow(finalColor, vec4(1.0/2.2)); + + float dist = length(viewPos - fragPosition) ; + float fogFactor = 1.0 / exp( (dist * FogDensity) * (dist * FogDensity)); + + // linear 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/fogLight.vs b/examples/shaders/resources/shaders/fogLight.vs new file mode 100644 index 0000000..00779cf --- /dev/null +++ b/examples/shaders/resources/shaders/fogLight.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/resources/test.png b/examples/shaders/resources/test.png new file mode 100644 index 0000000..0e03e3e Binary files /dev/null and b/examples/shaders/resources/test.png differ diff --git a/examples/transparent_undecorated_window.py b/examples/transparent_undecorated_window.py new file mode 100644 index 0000000..4a86fed --- /dev/null +++ b/examples/transparent_undecorated_window.py @@ -0,0 +1,199 @@ +""" +Requirements: +- raylib +- pytweening +- glm + +Windows-Only Requirements: +- win32gui +- win32con +- pywintypes +""" + +import sys, time +import glm +import pytweening as tween +import screeninfo +from raylib.dynamic import raylib as rl, ffi +from raylib.colors import * + + +Vec2 = lambda p: glm.vec2(p.x, p.y) +CTM = lambda: round(time.perf_counter() * 1000) + +monitors = screeninfo.get_monitors() +drag = False +offset = Vec2(rl.GetMousePosition()) +width = height = 160 +window_vel = glm.vec2() +window_pos = glm.vec2(monitors[0].width - width, monitors[0].height - height) + +rl.SetConfigFlags( + rl.FLAG_WINDOW_TRANSPARENT + | rl.FLAG_WINDOW_UNDECORATED + | rl.FLAG_VSYNC_HINT + | rl.FLAG_MSAA_4X_HINT +) +rl.InitWindow(width, height, b'') +rl.SetWindowPosition(int(window_pos.x), int(window_pos.y)) +#rl.SetTargetFPS(500) +target = rl.LoadRenderTexture(width, height) + +# Top-Level Window Support Only On Windows +if sys.platform == 'win32': + import win32gui, win32con, pywintypes + + # Set window to always top without moving it + win32gui.SetWindowPos( + pywintypes.HANDLE(ffi.cast('int', rl.GetWindowHandle())), + win32con.HWND_TOPMOST, + 0, 0, 0, 0, + win32con.SWP_NOSIZE | win32con.SWP_NOMOVE + ) + + +#tint = glm.vec4(255, 255, 255, 255) When mouse over, brighten everything fade +trans = 155 +elapsed = CTM() +# Generate an 'L' pattern with pixels +awd = rl.LoadTextureFromImage(rl.LoadImageEx( + [ + WHITE, WHITE, + WHITE, [0] * 4 + ], + 2, 2 +)) +# start1 = [0, 0] ; end1 = [16, 16] +# start2 = [0, 160] ; end2 = [16, 144] +# start3 = [160, 160]; end3 = [144, 144] +# start4 = [160, 0] ; end4 = [144, 16] + +start1 = [0, 0] ; end1 = [8, 8] +start2 = [0, 160] ; end2 = [8, 152] +start3 = [160, 160]; end3 = [152, 152] +start4 = [160, 0] ; end4 = [152, 8] + +while not rl.WindowShouldClose(): + frame_start_time = CTM() + + elapsed += 2 * rl.GetFrameTime() + if elapsed > 1.0: + elapsed = 0 + start1, end1 = end1, start1 + start2, end2 = end2, start2 + start3, end3 = end3, start3 + start4, end4 = end4, start4 + + mouse_pos = Vec2(rl.GetMousePosition()) + + if rl.IsKeyReleased(rl.KEY_ENTER): + window_pos = glm.vec2() + window_vel = glm.vec2() + + if rl.CheckCollisionPointRec(list(mouse_pos), [0, 0, width, height]): + if rl.IsMouseButtonPressed(rl.MOUSE_LEFT_BUTTON): + drag = True + offset = mouse_pos + + trans = 255 + else: + trans = 255 + + #mouse_pos += window_vel + window_vel *= glm.vec2(0.9, 0.9) + + if glm.length(window_vel): + window_pos += window_vel + #rl.SetWindowPosition(int(window_pos.x), int(window_pos.y)) + + + # Find which monitor the square is *currently within* + wposx = window_pos.x + width // 2 + wposy = window_pos.y + height // 2 + found = False + for monitor in reversed(monitors): + if wposx > monitor.x and wposx < monitor.x + monitor.width: + if wposy > monitor.y and wposy < monitor.y + monitor.height: + found = True + break + + # If it is out of bounds, find the closest one + if not found: + sorted_monitors = list( + sorted( + monitors, + key=lambda m: (m.x + m.width // 2) - window_pos.x + (m.y + m.height // 2) - window_pos.y + ) + ) + monitor = sorted_monitors[0] + + # Constrain window to bounds + window_pos.x = max(monitor.x, window_pos.x) + window_pos.x = min(monitor.x + monitor.width - width, window_pos.x) + window_pos.y = max(monitor.y, window_pos.y) + window_pos.y = min(monitor.y + monitor.height - height, window_pos.y) + # Set here to "snap" and don't to enable "floating" back into position + if not drag: + rl.SetWindowPosition(int(window_pos.x), int(window_pos.y)) + + + if drag: + window_pos += mouse_pos - offset + drag = not rl.IsMouseButtonReleased(rl.MOUSE_LEFT_BUTTON) + rl.SetWindowPosition(int(window_pos.x), int(window_pos.y)) + + if not drag: + window_vel = (mouse_pos - offset) * glm.vec2(1, 0.6) * 0.8 + if any(glm.isnan(window_vel)): + window_vel = glm.vec2() + + rl.BeginDrawing() + rl.ClearBackground([0] * 4) + + rl.BeginTextureMode(target) + rl.ClearBackground([0] * 4) + rl.DrawRectangle(0, 0, width, height, [0] * 4) + + rl.DrawTextureEx( + awd, tween.getPointOnLine(*start1, *end1, tween.easeInOutQuad(elapsed)), 0, 32, + [255, 200, 0, trans] # Yellow + ) + + rl.DrawTextureEx( + awd, tween.getPointOnLine(*start2, *end2, tween.easeInOutQuad(elapsed)), -90, 32, + [255, 0, 55, trans] # Red + ) + + rl.DrawTextureEx( + awd, tween.getPointOnLine(*start3, *end3, tween.easeInOutQuad(elapsed)), -180, 32, + [100, 200, 55, trans] # Green + ) + + rl.DrawTextureEx( + awd, tween.getPointOnLine(*start4, *end4, tween.easeInOutQuad(elapsed)), 90, 32, + [55, 155, 255, trans] # Blue + ) + + rl.EndTextureMode() + + rl.DrawTexturePro( + target.texture, + [0, 0, width, -height], + [0, 0, width, height], + [0, 0], + 0, + WHITE + ) + + for i in range(1000): + rl.DrawTextureEx(awd, [-32, -32], 0, 32, WHITE) + + #rl.DrawFPS(0, 0) + + rl.EndDrawing() + + # Sleep any leftover millis + time_taken = CTM() - frame_start_time + if time_taken < 1000 / 60: + time.sleep((1000 / 60 - time_taken) / 1000) +