Merge pull request #6 from Pebaz/master

Add Fog Shader Example
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Richard Smith 2019-10-03 19:03:27 +01:00 committed by GitHub
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94
examples/shaders/fog.py Normal file
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"""
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)

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#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);
}

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#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);
}

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"""
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)