Merge branch 'master' of https://github.com/electronstudio/raylib-python-cffi
This commit is contained in:
commit
16aec6a0e3
13 changed files with 1079 additions and 338 deletions
137
examples/core/core_2d_camera.py
Normal file
137
examples/core/core_2d_camera.py
Normal file
|
@ -0,0 +1,137 @@
|
|||
"""
|
||||
|
||||
raylib [core] example - 2d camera
|
||||
|
||||
"""
|
||||
from raylib.pyray import PyRay
|
||||
from raylib.colors import (
|
||||
RAYWHITE,
|
||||
DARKGRAY,
|
||||
RED,
|
||||
GREEN,
|
||||
SKYBLUE,
|
||||
BLUE,
|
||||
BLACK,
|
||||
)
|
||||
|
||||
|
||||
pyray = PyRay()
|
||||
|
||||
# Initialization
|
||||
MAX_BUILDINGS = 100
|
||||
SCREEN_WIDTH = 800
|
||||
SCREEN_HEIGHT = 450
|
||||
|
||||
pyray.init_window(SCREEN_WIDTH, SCREEN_HEIGHT,
|
||||
'raylib [core] example - 2d camera')
|
||||
|
||||
player = pyray.Rectangle(400, 280, 40, 40)
|
||||
buildings = []
|
||||
build_colors = []
|
||||
spacing = 0
|
||||
|
||||
for i in range(MAX_BUILDINGS):
|
||||
width = pyray.get_random_value(50, 200)
|
||||
height = pyray.get_random_value(100, 800)
|
||||
y = SCREEN_HEIGHT - 130 - height
|
||||
x = -6000 + spacing
|
||||
|
||||
buildings.append(pyray.Rectangle(x, y, width, height))
|
||||
|
||||
spacing += width
|
||||
|
||||
build_colors.append(pyray.Color(
|
||||
pyray.get_random_value(200, 240),
|
||||
pyray.get_random_value(200, 240),
|
||||
pyray.get_random_value(200, 250),
|
||||
255
|
||||
))
|
||||
|
||||
camera = pyray.Camera2D()
|
||||
camera.target = pyray.Vector2(player.x + 20, player.y + 20)
|
||||
camera.offset = pyray.Vector2(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2)
|
||||
camera.rotation = 0.0
|
||||
camera.zoom = 1.0
|
||||
|
||||
pyray.set_target_fps(60) # Set our game to run at 60 frames-per-second
|
||||
|
||||
|
||||
# Main game loop
|
||||
while not pyray.window_should_close(): # Detect window close button or ESC key
|
||||
# Update
|
||||
|
||||
# Player movement
|
||||
if pyray.is_key_down(pyray.KEY_RIGHT):
|
||||
player.x += 2
|
||||
elif pyray.is_key_down(pyray.KEY_LEFT):
|
||||
player.x -= 2
|
||||
|
||||
# Camera target follows player
|
||||
camera.target = pyray.Vector2(player.x + 20, player.y + 20)
|
||||
|
||||
# Camera rotation controls
|
||||
if pyray.is_key_down(pyray.KEY_A):
|
||||
camera.rotation -= 1
|
||||
elif pyray.is_key_down(pyray.KEY_S):
|
||||
camera.rotation += 1
|
||||
|
||||
# Limit camera rotation to 80 degrees (-40 to 40)
|
||||
if camera.rotation > 40:
|
||||
camera.rotation = 40
|
||||
elif camera.rotation < -40:
|
||||
camera.rotation = -40
|
||||
|
||||
# Camera zoom controls
|
||||
camera.zoom += pyray.get_mouse_wheel_move() * 0.05
|
||||
|
||||
if camera.zoom > 3.0:
|
||||
camera.zoom = 3.0
|
||||
elif camera.zoom < 0.1:
|
||||
camera.zoom = 0.1
|
||||
|
||||
# Camera reset (zoom and rotation)
|
||||
if pyray.is_key_pressed(pyray.KEY_R):
|
||||
camera.zoom = 1.0
|
||||
camera.rotation = 0.0
|
||||
|
||||
# Draw
|
||||
pyray.begin_drawing()
|
||||
pyray.clear_background(RAYWHITE)
|
||||
|
||||
pyray.begin_mode_2d(camera)
|
||||
|
||||
pyray.draw_rectangle(-6000, 320, 13000, 8000, DARKGRAY)
|
||||
|
||||
for i in range(MAX_BUILDINGS):
|
||||
pyray.draw_rectangle_rec(buildings[i], build_colors[i])
|
||||
|
||||
pyray.draw_rectangle_rec(player, RED)
|
||||
|
||||
x = int(camera.target.x)
|
||||
y = int(camera.target.y)
|
||||
pyray.draw_line(x, -SCREEN_HEIGHT * 10, x, SCREEN_HEIGHT * 10, GREEN)
|
||||
pyray.draw_line(-SCREEN_WIDTH * 10, y, SCREEN_WIDTH * 10, y, GREEN)
|
||||
|
||||
pyray.end_mode_2d()
|
||||
|
||||
pyray.draw_text('SCREEN AREA', 640, 10, 20, RED)
|
||||
|
||||
pyray.draw_rectangle(0, 0, SCREEN_WIDTH, 5, RED)
|
||||
pyray.draw_rectangle(0, 5, 5, SCREEN_HEIGHT - 10, RED)
|
||||
pyray.draw_rectangle(SCREEN_WIDTH - 5, 5, 5, SCREEN_HEIGHT - 10, RED)
|
||||
pyray.draw_rectangle(0, SCREEN_HEIGHT - 5, SCREEN_WIDTH, 5, RED)
|
||||
|
||||
pyray.draw_rectangle(10, 10, 250, 113, pyray.fade(SKYBLUE, 0.5))
|
||||
pyray.draw_rectangle_lines(10, 10, 250, 113, BLUE)
|
||||
|
||||
pyray.draw_text('Free 2d camera controls:', 20, 20, 10, BLACK)
|
||||
pyray.draw_text('- Right/Left to move Offset', 40, 40, 10, DARKGRAY)
|
||||
pyray.draw_text('- Mouse Wheel to Zoom in-out', 40, 60, 10, DARKGRAY)
|
||||
pyray.draw_text('- A / S to Rotate', 40, 80, 10, DARKGRAY)
|
||||
pyray.draw_text('- R to reset Zoom and Rotation', 40, 100, 10, DARKGRAY)
|
||||
|
||||
pyray.end_drawing()
|
||||
|
||||
|
||||
# De-Initialization
|
||||
pyray.close_window() # Close window and OpenGL context
|
314
examples/core/core_2d_camera_platformer.py
Normal file
314
examples/core/core_2d_camera_platformer.py
Normal file
|
@ -0,0 +1,314 @@
|
|||
"""
|
||||
|
||||
raylib [core] example - 2d camera platformer
|
||||
|
||||
"""
|
||||
from math import sqrt
|
||||
|
||||
from raylib.pyray import PyRay
|
||||
from raylib.colors import (
|
||||
DARKGRAY,
|
||||
RED,
|
||||
BLACK,
|
||||
GRAY,
|
||||
LIGHTGRAY,
|
||||
)
|
||||
|
||||
|
||||
pyray = PyRay()
|
||||
|
||||
# Initialization
|
||||
global g_evening_out, g_even_out_target
|
||||
g_evening_out = False
|
||||
|
||||
G = 400
|
||||
PLAYER_JUMP_SPD = 350.0
|
||||
PLAYER_HOR_SPD = 200.0
|
||||
|
||||
SCREEN_WIDTH = 800
|
||||
SCREEN_HEIGHT = 450
|
||||
|
||||
pyray.init_window(SCREEN_WIDTH, SCREEN_HEIGHT,
|
||||
'raylib [core] example - 2d camera')
|
||||
|
||||
|
||||
# Raylib Math
|
||||
def vector2_subtract(v1, v2):
|
||||
return pyray.Vector2(v1.x - v2.x, v1.y - v2.y)
|
||||
|
||||
|
||||
def vector2_add(v1, v2):
|
||||
return pyray.Vector2(v1.x + v2.x, v1.y + v2.y)
|
||||
|
||||
|
||||
def vector2_length(v):
|
||||
return sqrt((v.x * v.x) + (v.y * v.y))
|
||||
|
||||
|
||||
def vector2_scale(v, scale):
|
||||
return pyray.Vector2(v.x * scale, v.y * scale)
|
||||
|
||||
|
||||
class Player:
|
||||
|
||||
def __init__(self, position, speed, can_jump):
|
||||
self.position = position
|
||||
self.speed = speed
|
||||
self.can_jump = can_jump
|
||||
|
||||
|
||||
class EnvItem:
|
||||
|
||||
def __init__(self, rect, blocking, color):
|
||||
self.rect = rect
|
||||
self.blocking = blocking
|
||||
self.color = color
|
||||
|
||||
|
||||
def update_player(player, env_items, delta):
|
||||
if pyray.is_key_down(pyray.KEY_LEFT):
|
||||
player.position.x -= PLAYER_HOR_SPD * delta
|
||||
if pyray.is_key_down(pyray.KEY_RIGHT):
|
||||
player.position.x += PLAYER_HOR_SPD * delta
|
||||
if pyray.is_key_down(pyray.KEY_SPACE) and player.can_jump:
|
||||
player.speed = -PLAYER_JUMP_SPD
|
||||
player.can_jump = False
|
||||
|
||||
hit_obstacle = False
|
||||
for ei in env_items:
|
||||
p = player.position
|
||||
if (
|
||||
ei.blocking and
|
||||
ei.rect.x <= p.x and
|
||||
ei.rect.x + ei.rect.width >= p.x and
|
||||
ei.rect.y >= p.y and
|
||||
ei.rect.y < p.y + player.speed * delta
|
||||
):
|
||||
hit_obstacle = True
|
||||
player.speed = 0.0
|
||||
p.y = ei.rect.y
|
||||
|
||||
if not hit_obstacle:
|
||||
player.position.y += player.speed * delta
|
||||
player.speed += G * delta
|
||||
player.can_jump = False
|
||||
else:
|
||||
player.can_jump = True
|
||||
|
||||
|
||||
def update_camera_center(
|
||||
camera, player, env_items, delta, width, height
|
||||
):
|
||||
camera.offset = pyray.Vector2(width / 2, height / 2)
|
||||
camera.target = player.position
|
||||
|
||||
|
||||
def update_camera_center_inside_map(
|
||||
camera, player, env_items, delta, width, height
|
||||
):
|
||||
camera.target = player.position
|
||||
camera.offset = pyray.Vector2(width / 2, height / 2)
|
||||
|
||||
minX = 1000
|
||||
minY = 1000
|
||||
maxX = -1000
|
||||
maxY = -1000
|
||||
|
||||
for ei in env_items:
|
||||
minX = min(ei.rect.x, minX)
|
||||
maxX = max(ei.rect.x + ei.rect.width, maxX)
|
||||
|
||||
minY = min(ei.rect.y, minY)
|
||||
maxY = max(ei.rect.y + ei.rect.height, maxY)
|
||||
|
||||
wmax = pyray.get_world_to_screen_2d(pyray.Vector2(maxX, maxY), camera)
|
||||
wmin = pyray.get_world_to_screen_2d(pyray.Vector2(minX, minY), camera)
|
||||
|
||||
if wmax.x < width:
|
||||
camera.offset.x = width - (wmax.x - width / 2)
|
||||
if wmax.y < height:
|
||||
camera.offset.y = height - (wmax.y - height / 2)
|
||||
if wmin.x > 0:
|
||||
camera.offset.x = width / 2 - wmin.x
|
||||
if wmin.y > 0:
|
||||
camera.offset.y = height / 2 - wmin.y
|
||||
|
||||
|
||||
def update_camera_center_smooth_follow(
|
||||
camera, player, env_items, delta, width, height
|
||||
):
|
||||
min_speed = 30
|
||||
min_effect_length = 10
|
||||
fraction_speed = 0.8
|
||||
|
||||
camera.offset = pyray.Vector2(width / 2, height / 2)
|
||||
diff = vector2_subtract(player.position, camera.target)
|
||||
length = vector2_length(diff)
|
||||
|
||||
if length > min_effect_length:
|
||||
speed = max(fraction_speed * length, min_speed)
|
||||
camera.target = vector2_add(
|
||||
camera.target, vector2_scale(diff, speed * delta / length)
|
||||
)
|
||||
|
||||
|
||||
def update_camera_even_out_on_landing(
|
||||
camera, player, env_items, delta, width, height
|
||||
):
|
||||
global g_evening_out, g_even_out_target
|
||||
|
||||
even_out_speed = 700
|
||||
|
||||
camera.offset = pyray.Vector2(width / 2, height / 2)
|
||||
camera.target.x = player.position.x
|
||||
|
||||
if g_evening_out:
|
||||
if g_even_out_target > camera.target.y:
|
||||
camera.target.y += even_out_speed * delta
|
||||
|
||||
if camera.target.y > g_even_out_target:
|
||||
camera.target.y = g_even_out_target
|
||||
g_evening_out = False
|
||||
else:
|
||||
camera.target.y -= even_out_speed * delta
|
||||
if camera.target.y < g_even_out_target:
|
||||
camera.target.y = g_even_out_target
|
||||
g_evening_out = False
|
||||
else:
|
||||
if (
|
||||
player.can_jump and
|
||||
(player.speed == 0) and
|
||||
(player.position.y != camera.target.y)
|
||||
):
|
||||
g_evening_out = True
|
||||
g_even_out_target = player.position.y
|
||||
|
||||
|
||||
def update_camera_player_bounds_push(
|
||||
camera, player, env_items, delta, width, height
|
||||
):
|
||||
bbox = pyray.Vector2(0.2, 0.2)
|
||||
|
||||
bbox_world_min = pyray.get_world_to_screen_2d(
|
||||
pyray.Vector2((1 - bbox.x) * 0.5 * width,
|
||||
(1 - bbox.y) * 0.5 * height),
|
||||
camera
|
||||
)
|
||||
bbox_world_max = pyray.get_world_to_screen_2d(
|
||||
pyray.Vector2((1 + bbox.x) * 0.5 * width,
|
||||
(1 + bbox.y) * 0.5 * height),
|
||||
camera
|
||||
)
|
||||
camera.offset = pyray.Vector2((1 - bbox.x) * 0.5 * width,
|
||||
(1 - bbox.y) * 0.5 * height)
|
||||
|
||||
if player.position.x < bbox_world_min.x:
|
||||
camera.target.x = player.position.x
|
||||
if player.position.y < bbox_world_min.y:
|
||||
camera.target.y = player.position.y
|
||||
if player.position.x > bbox_world_max.x:
|
||||
camera.target.x = (
|
||||
bbox_world_min.x + (player.position.x - bbox_world_max.x)
|
||||
)
|
||||
if player.position.y > bbox_world_max.y:
|
||||
camera.target.y = (
|
||||
bbox_world_min.y + (player.position.y - bbox_world_max.y)
|
||||
)
|
||||
|
||||
|
||||
# Main intialization
|
||||
player = Player(pyray.Vector2(400, 280), 0, False)
|
||||
env_items = (
|
||||
EnvItem(pyray.Rectangle(0, 0, 1000, 400), 0, LIGHTGRAY),
|
||||
EnvItem(pyray.Rectangle(0, 400, 1000, 200), 1, GRAY),
|
||||
EnvItem(pyray.Rectangle(300, 200, 400, 10), 1, GRAY),
|
||||
EnvItem(pyray.Rectangle(250, 300, 100, 10), 1, GRAY),
|
||||
EnvItem(pyray.Rectangle(650, 300, 100, 10), 1, GRAY),
|
||||
)
|
||||
|
||||
camera = pyray.Camera2D()
|
||||
camera.target = player.position
|
||||
camera.offset = pyray.Vector2(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2)
|
||||
camera.rotation = 0.0
|
||||
camera.zoom = 1.0
|
||||
|
||||
pyray.set_target_fps(60) # Set our game to run at 60 frames-per-second
|
||||
|
||||
# Store pointers to the multiple update camera functions
|
||||
camera_updaters = (
|
||||
update_camera_center,
|
||||
update_camera_center_inside_map,
|
||||
update_camera_center_smooth_follow,
|
||||
update_camera_even_out_on_landing,
|
||||
update_camera_player_bounds_push,
|
||||
)
|
||||
camera_option = 0
|
||||
camera_updaters_length = len(camera_updaters)
|
||||
|
||||
camera_descriptions = (
|
||||
'Follow player center',
|
||||
'Follow player center, but clamp to map edges',
|
||||
'Follow player center smoothed',
|
||||
('Follow player center horizontally '
|
||||
'update player center vertically after landing'),
|
||||
'Player push camera on getting too close to screen edge',
|
||||
)
|
||||
|
||||
# Main game loop
|
||||
while not pyray.window_should_close(): # Detect window close button or ESC key
|
||||
# Update
|
||||
delta_time = pyray.get_frame_time()
|
||||
|
||||
update_player(player, env_items, delta_time)
|
||||
|
||||
camera.zoom += pyray.get_mouse_wheel_move() * 0.05
|
||||
|
||||
if camera.zoom > 3.0:
|
||||
camera.zoom = 3.0
|
||||
elif camera.zoom < 0.25:
|
||||
camera.zoom = 0.25
|
||||
|
||||
if pyray.is_key_pressed(pyray.KEY_R):
|
||||
camera.zoom = 1.0
|
||||
player.position = pyray.Vector2(400, 280)
|
||||
|
||||
if pyray.is_key_pressed(pyray.KEY_C):
|
||||
camera_option = (camera_option + 1) % camera_updaters_length
|
||||
|
||||
# Call update camera function by its pointer
|
||||
camera_updaters[camera_option](
|
||||
camera, player, env_items, delta_time,
|
||||
SCREEN_WIDTH, SCREEN_HEIGHT
|
||||
)
|
||||
|
||||
# Draw
|
||||
pyray.begin_drawing()
|
||||
pyray.clear_background(LIGHTGRAY)
|
||||
|
||||
pyray.begin_mode_2d(camera)
|
||||
|
||||
for env_item in env_items:
|
||||
pyray.draw_rectangle_rec(env_item.rect, env_item.color)
|
||||
|
||||
player_rect = pyray.Rectangle(
|
||||
int(player.position.x) - 20,
|
||||
int(player.position.y) - 40,
|
||||
40, 40
|
||||
)
|
||||
pyray.draw_rectangle_rec(player_rect, RED)
|
||||
|
||||
pyray.end_mode_2d()
|
||||
|
||||
pyray.draw_text('Controls:', 20, 20, 10, BLACK)
|
||||
pyray.draw_text('- Right/Left to move', 40, 40, 10, DARKGRAY)
|
||||
pyray.draw_text('- Space to jump', 40, 60, 10, DARKGRAY)
|
||||
pyray.draw_text('- Mouse Wheel to Zoom in-out, R to reset zoom',
|
||||
40, 80, 10, DARKGRAY)
|
||||
pyray.draw_text('- C to change camera mode', 40, 100, 10, DARKGRAY)
|
||||
pyray.draw_text('Current camera mode:', 20, 120, 10, BLACK)
|
||||
pyray.draw_text(camera_descriptions[camera_option], 40, 140, 10, DARKGRAY)
|
||||
|
||||
pyray.end_drawing()
|
||||
|
||||
# De-Initialization
|
||||
pyray.close_window() # Close window and OpenGL context
|
|
@ -3,7 +3,7 @@
|
|||
raylib [core] example - Input Gestures Detection
|
||||
|
||||
"""
|
||||
from raylib.pyray import PyRay, makeStructHelper
|
||||
from raylib.pyray import PyRay
|
||||
from raylib.colors import (
|
||||
RAYWHITE,
|
||||
LIGHTGRAY,
|
||||
|
@ -73,15 +73,11 @@ while not pyray.window_should_close(): # Detect window close button or ESC key
|
|||
pyray.draw_rectangle_rec(touch_area, GRAY)
|
||||
pyray.draw_rectangle(225, 15, SCREEN_WIDTH - 240, SCREEN_HEIGHT - 30,
|
||||
RAYWHITE)
|
||||
|
||||
pyray.draw_text(
|
||||
'GESTURES TEST AREA',
|
||||
SCREEN_WIDTH - 270, SCREEN_HEIGHT - 40, 20, pyray.fade(GRAY, 0.5)
|
||||
)
|
||||
|
||||
pyray.draw_rectangle(10, 29, 200, SCREEN_HEIGHT - 50, GRAY)
|
||||
pyray.draw_text('DETECTED GESTURES', 50, 15, 10, GRAY)
|
||||
|
||||
for i, val in enumerate(gesture_strings):
|
||||
if i % 2 == 0:
|
||||
pyray.draw_rectangle(
|
||||
|
@ -95,11 +91,12 @@ while not pyray.window_should_close(): # Detect window close button or ESC key
|
|||
else:
|
||||
pyray.draw_text(val, 35, 36 + 20 * i, 10, MAROON)
|
||||
|
||||
pyray.draw_rectangle_lines(10, 29, 200, SCREEN_HEIGHT - 50, GRAY)
|
||||
pyray.draw_text('DETECTED GESTURES', 50, 15, 10, GRAY)
|
||||
|
||||
if current_gesture != pyray.GESTURE_NONE:
|
||||
pyray.draw_circle_v(touch_position, 30, MAROON)
|
||||
|
||||
|
||||
pyray.end_drawing()
|
||||
|
||||
|
||||
|
|
|
@ -28,10 +28,14 @@ pyray.set_target_fps(60) # Set our game to run at 60 frames-per-second
|
|||
# Main game loop
|
||||
while not pyray.window_should_close(): # Detect window close button or ESC key
|
||||
# Update
|
||||
if pyray.is_key_down(pyray.KEY_RIGHT): ball_position.x += 2
|
||||
if pyray.is_key_down(pyray.KEY_LEFT): ball_position.x -= 2
|
||||
if pyray.is_key_down(pyray.KEY_UP): ball_position.y -= 2
|
||||
if pyray.is_key_down(pyray.KEY_DOWN): ball_position.y += 2
|
||||
if pyray.is_key_down(pyray.KEY_RIGHT):
|
||||
ball_position.x += 2
|
||||
if pyray.is_key_down(pyray.KEY_LEFT):
|
||||
ball_position.x -= 2
|
||||
if pyray.is_key_down(pyray.KEY_UP):
|
||||
ball_position.y -= 2
|
||||
if pyray.is_key_down(pyray.KEY_DOWN):
|
||||
ball_position.y += 2
|
||||
|
||||
# Draw
|
||||
pyray.begin_drawing()
|
||||
|
|
|
@ -1,94 +0,0 @@
|
|||
"""
|
||||
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)
|
99
examples/shaders/light_system.py
Normal file
99
examples/shaders/light_system.py
Normal file
|
@ -0,0 +1,99 @@
|
|||
from raylib.dynamic import raylib as rl, ffi
|
||||
|
||||
|
||||
class LightSystem:
|
||||
MAX_LIGHTS = 4 #// Max dynamic lights supported by shader
|
||||
lightsCount = 0
|
||||
lights = []
|
||||
|
||||
def __init__(self, ambient = [ 0.2, 0.2, 0.2, 1.0 ], *ls):
|
||||
self.shader = rl.LoadShader(b"resources/shaders/fogLight.vs",
|
||||
b"resources/shaders/fogLight.fs");
|
||||
|
||||
#// Get some shader loactions
|
||||
self.shader.locs[rl.LOC_MATRIX_MODEL] = rl.GetShaderLocation(self.shader, b"matModel");
|
||||
self.shader.locs[rl.LOC_VECTOR_VIEW] = rl.GetShaderLocation(self.shader, b"viewPos");
|
||||
|
||||
#// ambient light level
|
||||
self.ambientLoc = rl.GetShaderLocation(self.shader, b"ambient");
|
||||
v = ffi.new("struct Vector4 *", ambient)
|
||||
rl.SetShaderValue(self.shader, self.ambientLoc, v, rl.UNIFORM_VEC4);
|
||||
|
||||
for light in ls:
|
||||
self.add(light)
|
||||
|
||||
def add(self, light):
|
||||
light.configure(len(self.lights), self.shader)
|
||||
self.lights.append(light)
|
||||
if len(self.lights) > self.MAX_LIGHTS:
|
||||
raise Exception("Too many lights")
|
||||
|
||||
def update(self, cameraPos):
|
||||
rl.SetShaderValue(self.shader, self.shader.locs[rl.LOC_VECTOR_VIEW], ffi.new("struct Vector3 *",cameraPos), rl.UNIFORM_VEC3)
|
||||
for light in self.lights:
|
||||
light.UpdateLightValues()
|
||||
|
||||
def draw(self):
|
||||
for light in self.lights:
|
||||
if light.enabled:
|
||||
rl.DrawSphereEx(light.position[0], 0.2, 8, 8, light.color)
|
||||
|
||||
|
||||
|
||||
|
||||
LIGHT_DIRECTIONAL=0
|
||||
LIGHT_POINT=1
|
||||
|
||||
|
||||
class Light:
|
||||
def __init__(self, type, position, target, color):
|
||||
self.enabled = True
|
||||
self.type = type
|
||||
self.position = ffi.new("struct Vector3 *",position)
|
||||
self.target = target
|
||||
self.color = color
|
||||
|
||||
|
||||
|
||||
|
||||
def configure(self, id, shader):
|
||||
self.shader = shader
|
||||
#// TODO: Below code doesn't look good to me,
|
||||
#// it assumes a specific shader naming and structure
|
||||
#// Probably this implementation could be improved
|
||||
self.enabledName = f"lights[{id}].enabled"
|
||||
self.typeName = f"lights[{id}].type"
|
||||
self.posName = f"lights[{id}].position"
|
||||
self.targetName = f"lights[{id}].target"
|
||||
self.colorName = f"lights[{id}].color"
|
||||
|
||||
self.enabledLoc = rl.GetShaderLocation(shader, self.enabledName.encode('utf-8'))
|
||||
self.typeLoc = rl.GetShaderLocation(shader, self.typeName.encode('utf-8'))
|
||||
self.posLoc = rl.GetShaderLocation(shader, self.posName.encode('utf-8'))
|
||||
self.targetLoc = rl.GetShaderLocation(shader, self.targetName.encode('utf-8'))
|
||||
self.colorLoc = rl.GetShaderLocation(shader, self.colorName.encode('utf-8'))
|
||||
|
||||
self.UpdateLightValues()
|
||||
|
||||
|
||||
#// Send light properties to shader
|
||||
#// NOTE: Light shader locations should be available
|
||||
def UpdateLightValues(self):
|
||||
#// Send to shader light enabled state and type
|
||||
rl.SetShaderValue(self.shader, self.enabledLoc, ffi.new("int *",self.enabled), rl.UNIFORM_INT)
|
||||
rl.SetShaderValue(self.shader, self.typeLoc, ffi.new("int *",self.type), rl.UNIFORM_INT)
|
||||
|
||||
#// Send to shader light position values
|
||||
position = [ self.position.x, self.position.y, self.position.z]
|
||||
rl.SetShaderValue(self.shader, self.posLoc, ffi.new("struct Vector3 *",position), rl.UNIFORM_VEC3)
|
||||
|
||||
#// Send to shader light target position values
|
||||
target =[ self.target.x, self.target.y, self.target.z ]
|
||||
rl.SetShaderValue(self.shader, self.targetLoc, ffi.new("struct Vector3 *",target), rl.UNIFORM_VEC3)
|
||||
|
||||
#// Send to shader light color values
|
||||
color = [self.color[0]/255.0, self.color[1]/255.0, self.color[2]/255.0, self.color[3]/255.0]
|
||||
rl.SetShaderValue(self.shader, self.colorLoc, ffi.new("struct Vector4 *",color), rl.UNIFORM_VEC4)
|
||||
|
||||
|
||||
|
|
@ -78,6 +78,7 @@ void main()
|
|||
// gamma
|
||||
finalColor = pow(finalColor, vec4(1.0/2.2));
|
||||
|
||||
|
||||
float dist = length(viewPos - fragPosition) ;
|
||||
float fogFactor = 1.0 / exp( (dist * FogDensity) * (dist * FogDensity));
|
||||
|
||||
|
@ -88,4 +89,5 @@ void main()
|
|||
|
||||
fogFactor = clamp( fogFactor, 0.0, 1.0 );
|
||||
finalColor = mix(fogColor, finalColor, fogFactor);
|
||||
|
||||
}
|
||||
|
|
93
examples/shaders/rlmath.py
Normal file
93
examples/shaders/rlmath.py
Normal file
|
@ -0,0 +1,93 @@
|
|||
# just a few functions from raymath
|
||||
from raylib.dynamic import raylib as rl, ffi
|
||||
import math
|
||||
|
||||
PI = 3.14159265358979323846
|
||||
DEG2RAD = (PI/180.0)
|
||||
RAD2DEG = (180.0/PI)
|
||||
|
||||
def Clamp(value: float, minv: float, maxv: float):
|
||||
#res = value < minv ? minv : value
|
||||
res = minv if value < minv else value
|
||||
#return res > maxv ? maxv : res
|
||||
return maxv if res > maxv else res
|
||||
|
||||
def Lerp(start: float, end: float, amount: float):
|
||||
return start + amount*(end - start)
|
||||
|
||||
|
||||
def Vector2Zero():
|
||||
return ffi.new("struct Vector2 *",[ 0, 0])
|
||||
|
||||
def Vector3Zero():
|
||||
return ffi.new("struct Vector3 *",[ 0, 0, 0])
|
||||
|
||||
def MatrixRotateX(angle):
|
||||
result = MatrixIdentity();
|
||||
|
||||
cosres = math.cos(angle);
|
||||
sinres = math.sin(angle);
|
||||
|
||||
result.m5 = cosres;
|
||||
result.m6 = -sinres;
|
||||
result.m9 = sinres;
|
||||
result.m10 = cosres;
|
||||
|
||||
return result;
|
||||
|
||||
|
||||
|
||||
def MatrixRotateY(angle):
|
||||
result = MatrixIdentity()
|
||||
|
||||
cosres = math.cos(angle);
|
||||
sinres = math.sin(angle);
|
||||
|
||||
result.m0 = cosres;
|
||||
result.m2 = sinres;
|
||||
result.m8 = -sinres;
|
||||
result.m10 = cosres;
|
||||
|
||||
return result;
|
||||
|
||||
|
||||
def MatrixIdentity():
|
||||
result = ffi.new("struct Matrix *",[ 1.0, 0.0, 0.0, 0.0,0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ])
|
||||
return result
|
||||
|
||||
|
||||
|
||||
def MatrixRotateZ(angle):
|
||||
result = MatrixIdentity();
|
||||
|
||||
cosres = math.cos(angle);
|
||||
sinres = math.sin(angle);
|
||||
|
||||
result.m0 = cosres;
|
||||
result.m1 = -sinres;
|
||||
result.m4 = sinres;
|
||||
result.m5 = cosres;
|
||||
|
||||
return result
|
||||
|
||||
|
||||
def MatrixMultiply(left, right):
|
||||
result = ffi.new("struct Matrix *")
|
||||
result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
|
||||
result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
|
||||
result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
|
||||
result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
|
||||
result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
|
||||
result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
|
||||
result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
|
||||
result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
|
||||
result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
|
||||
result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
|
||||
result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
|
||||
result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
|
||||
result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
|
||||
result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
|
||||
result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
|
||||
result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
|
||||
|
||||
return result
|
287
examples/shaders/shaders_basic_lighting.py
Normal file → Executable file
287
examples/shaders/shaders_basic_lighting.py
Normal file → Executable file
|
@ -1,3 +1,4 @@
|
|||
#!/usr/bin/env python3
|
||||
# /*******************************************************************************************
|
||||
# *
|
||||
# * raylib [shaders] example - basic lighting
|
||||
|
@ -23,259 +24,82 @@
|
|||
# *
|
||||
# * Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
|
||||
# *
|
||||
# *
|
||||
# ********************************************************************************************/
|
||||
|
||||
from raylib.static import *
|
||||
from raylib.static import rl, ffi
|
||||
from raylib.colors import *
|
||||
from dataclasses import dataclass
|
||||
from enum import Enum
|
||||
from typing import Any
|
||||
import math
|
||||
|
||||
# a few functions ported from raymath
|
||||
from rlmath import *
|
||||
|
||||
|
||||
|
||||
def MatrixRotateX(angle):
|
||||
result = MatrixIdentity();
|
||||
|
||||
cosres = math.cos(angle);
|
||||
sinres = math.sin(angle);
|
||||
|
||||
result.m5 = cosres;
|
||||
result.m6 = -sinres;
|
||||
result.m9 = sinres;
|
||||
result.m10 = cosres;
|
||||
|
||||
return result;
|
||||
|
||||
|
||||
|
||||
def MatrixRotateY(angle):
|
||||
result = MatrixIdentity()
|
||||
|
||||
cosres = math.cos(angle);
|
||||
sinres = math.sin(angle);
|
||||
|
||||
result.m0 = cosres;
|
||||
result.m2 = sinres;
|
||||
result.m8 = -sinres;
|
||||
result.m10 = cosres;
|
||||
|
||||
return result;
|
||||
|
||||
|
||||
def MatrixIdentity():
|
||||
result = ffi.new("struct Matrix *",[ 1.0, 0.0, 0.0, 0.0,0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ])
|
||||
return result
|
||||
|
||||
|
||||
|
||||
def MatrixRotateZ(angle):
|
||||
result = MatrixIdentity();
|
||||
|
||||
cosres = math.cos(angle);
|
||||
sinres = math.sin(angle);
|
||||
|
||||
result.m0 = cosres;
|
||||
result.m1 = -sinres;
|
||||
result.m4 = sinres;
|
||||
result.m5 = cosres;
|
||||
|
||||
return result
|
||||
|
||||
|
||||
def MatrixMultiply(left, right):
|
||||
result = ffi.new("struct Matrix *")
|
||||
result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
|
||||
result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
|
||||
result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
|
||||
result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
|
||||
result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
|
||||
result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
|
||||
result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
|
||||
result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
|
||||
result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
|
||||
result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
|
||||
result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
|
||||
result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
|
||||
result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
|
||||
result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
|
||||
result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
|
||||
result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
|
||||
|
||||
return result
|
||||
|
||||
|
||||
#//----------------------------------------------------------------------------------
|
||||
#// Types and Structures Definition
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
class LightSystem:
|
||||
MAX_LIGHTS = 4 #// Max dynamic lights supported by shader
|
||||
lightsCount = 0
|
||||
lights = []
|
||||
|
||||
def __init__(self, ambient = [ 0.2, 0.2, 0.2, 1.0 ], *ls):
|
||||
self.shader = LoadShader(b"resources/shaders/glsl330/basic_lighting.vs",
|
||||
b"resources/shaders/glsl330/basic_lighting.fs");
|
||||
|
||||
#// Get some shader loactions
|
||||
self.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(self.shader, b"matModel");
|
||||
self.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(self.shader, b"viewPos");
|
||||
|
||||
#// ambient light level
|
||||
self.ambientLoc = GetShaderLocation(self.shader, b"ambient");
|
||||
v = ffi.new("struct Vector4 *", ambient)
|
||||
SetShaderValue(self.shader, self.ambientLoc, v, UNIFORM_VEC4);
|
||||
|
||||
for light in ls:
|
||||
self.add(light)
|
||||
|
||||
def add(self, light):
|
||||
light.configure(len(self.lights), self.shader)
|
||||
self.lights.append(light)
|
||||
if len(self.lights) > self.MAX_LIGHTS:
|
||||
raise Exception("Too many lights")
|
||||
|
||||
def update(self, cameraPos):
|
||||
SetShaderValue(self.shader, self.shader.locs[LOC_VECTOR_VIEW], ffi.new("struct Vector3 *",cameraPos), UNIFORM_VEC3)
|
||||
for light in self.lights:
|
||||
light.UpdateLightValues()
|
||||
|
||||
def draw(self):
|
||||
for light in self.lights:
|
||||
if light.enabled:
|
||||
DrawSphereEx(light.position[0], 0.2, 8, 8, light.color)
|
||||
|
||||
|
||||
|
||||
|
||||
LIGHT_DIRECTIONAL=0
|
||||
LIGHT_POINT=1
|
||||
|
||||
|
||||
class Light:
|
||||
def __init__(self, type, position, target, color):
|
||||
self.enabled = True
|
||||
self.type = type
|
||||
self.position = ffi.new("struct Vector3 *",position)
|
||||
self.target = target
|
||||
self.color = color
|
||||
|
||||
|
||||
|
||||
|
||||
def configure(self, id, shader):
|
||||
self.shader = shader
|
||||
#// TODO: Below code doesn't look good to me,
|
||||
# // it assumes a specific shader naming and structure
|
||||
# // Probably this implementation could be improved
|
||||
self.enabledName = f"lights[{id}].enabled"
|
||||
self.typeName = f"lights[{id}].type"
|
||||
self.posName = f"lights[{id}].position"
|
||||
self.targetName = f"lights[{id}].target"
|
||||
self.colorName = f"lights[{id}].color"
|
||||
|
||||
self.enabledLoc = GetShaderLocation(shader, self.enabledName.encode('utf-8'))
|
||||
self.typeLoc = GetShaderLocation(shader, self.typeName.encode('utf-8'))
|
||||
self.posLoc = GetShaderLocation(shader, self.posName.encode('utf-8'))
|
||||
self.targetLoc = GetShaderLocation(shader, self.targetName.encode('utf-8'))
|
||||
self.colorLoc = GetShaderLocation(shader, self.colorName.encode('utf-8'))
|
||||
|
||||
self.UpdateLightValues()
|
||||
|
||||
|
||||
#// Send light properties to shader
|
||||
#// NOTE: Light shader locations should be available
|
||||
def UpdateLightValues(self):
|
||||
#// Send to shader light enabled state and type
|
||||
SetShaderValue(self.shader, self.enabledLoc, ffi.new("int *",self.enabled), UNIFORM_INT)
|
||||
SetShaderValue(self.shader, self.typeLoc, ffi.new("int *",self.type), UNIFORM_INT)
|
||||
|
||||
#// Send to shader light position values
|
||||
position = [ self.position.x, self.position.y, self.position.z]
|
||||
SetShaderValue(self.shader, self.posLoc, ffi.new("struct Vector3 *",position), UNIFORM_VEC3)
|
||||
|
||||
#// Send to shader light target position values
|
||||
target =[ self.target.x, self.target.y, self.target.z ]
|
||||
SetShaderValue(self.shader, self.targetLoc, ffi.new("struct Vector3 *",target), UNIFORM_VEC3)
|
||||
|
||||
#// Send to shader light color values
|
||||
color = [self.color[0]/255.0, self.color[1]/255.0, self.color[2]/255.0, self.color[3]/255.0]
|
||||
SetShaderValue(self.shader, self.colorLoc, ffi.new("struct Vector4 *",color), UNIFORM_VEC4)
|
||||
|
||||
|
||||
|
||||
def Vector3Zero():
|
||||
return ffi.new("struct Vector3 *",[ 0, 0, 0])
|
||||
# lighting system
|
||||
from light_system import *
|
||||
|
||||
#// Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
screenWidth = 800;
|
||||
screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); # Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting")
|
||||
rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT| rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting")
|
||||
|
||||
#// Define the camera to look into our 3d world
|
||||
cameraPtr = ffi.new("struct Camera3D *")
|
||||
camera = cameraPtr[0]
|
||||
camera.position = [ 2.0, 2.0, 6.0 ] # // Camera position
|
||||
camera.target = [ 0.0, 0.5, 0.0]# // Camera looking at point
|
||||
camera.up = [ 0.0, 1.0, 0.0]# // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0 # // Camera field-of-view Y
|
||||
camera.type = CAMERA_PERSPECTIVE # // Camera mode type
|
||||
camera = ffi.new('struct Camera3D *', [
|
||||
[2, 2, 6],
|
||||
[0, .5, 0],
|
||||
[0, 1, 0],
|
||||
45,
|
||||
rl.CAMERA_PERSPECTIVE
|
||||
])
|
||||
|
||||
#// Load models
|
||||
modelA = LoadModelFromMesh(GenMeshTorus(0.4, 1.0, 16, 32))
|
||||
modelB = LoadModelFromMesh(GenMeshCube(1.0, 1.0, 1.0))
|
||||
modelC = LoadModelFromMesh(GenMeshSphere(0.5, 32, 32))
|
||||
#// Load models
|
||||
modelA = rl.LoadModelFromMesh(rl.GenMeshTorus(0.4, 1.0, 16, 32))
|
||||
modelB = rl.LoadModelFromMesh(rl.GenMeshCube(1.0, 1.0, 1.0))
|
||||
modelC = rl.LoadModelFromMesh(rl.GenMeshSphere(0.5, 32, 32))
|
||||
|
||||
#// Load models texture
|
||||
texture = LoadTexture(b"resources/texel_checker.png")
|
||||
texture = rl.LoadTexture(b"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
|
||||
|
||||
|
||||
|
||||
|
||||
modelA.materials[0].maps[rl.MAP_DIFFUSE].texture = texture
|
||||
modelB.materials[0].maps[rl.MAP_DIFFUSE].texture = texture
|
||||
modelC.materials[0].maps[rl.MAP_DIFFUSE].texture = texture
|
||||
|
||||
angle = 6.282;
|
||||
|
||||
|
||||
#// Using 4 point lights, white, red, green and blue
|
||||
|
||||
#lights[0] = Light(LIGHT_POINT, ffi.new("struct Vector3 *",[ 400, 400, 400 ]), Vector3Zero(), WHITE, shader)
|
||||
lights0 = Light(LIGHT_POINT, [ 4, 2, 4 ], Vector3Zero(), WHITE)
|
||||
lights1 = Light(LIGHT_POINT, [4, 2, 4 ], Vector3Zero(), RED)
|
||||
lights2 = Light(LIGHT_POINT, [ 0, 4, 2 ], Vector3Zero(), GREEN)
|
||||
lights3 = Light(LIGHT_POINT, [ 0, 4, 2 ], Vector3Zero(), BLUE)
|
||||
|
||||
lightSystem = LightSystem([ 0.2, 0.2, 0.2, 1.0 ], lights0, lights1, lights2, lights3)
|
||||
fogD = rl.GetShaderLocation(lightSystem.shader, b'FogDensity')
|
||||
fogDensity = 0.0
|
||||
|
||||
#// All models use the same shader
|
||||
#// All models use the same shader - which lights them
|
||||
modelA.materials[0].shader = lightSystem.shader
|
||||
modelB.materials[0].shader = lightSystem.shader
|
||||
modelC.materials[0].shader = lightSystem.shader
|
||||
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL) #// Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60) # // Set our game to run at 60 frames-per-second
|
||||
rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second
|
||||
#//--------------------------------------------------------------------------------------
|
||||
|
||||
#// Main game loop
|
||||
while not WindowShouldClose(): #// Detect window close button or ESC key
|
||||
while not rl.WindowShouldClose(): #// Detect window close button or ESC key
|
||||
#// Update
|
||||
#//----------------------------------------------------------------------------------
|
||||
if IsKeyPressed(KEY_W): lights0.enabled = not lights0.enabled
|
||||
if IsKeyPressed(KEY_R): lights1.enabled = not lights1.enabled
|
||||
if IsKeyPressed(KEY_G): lights2.enabled = not lights2.enabled
|
||||
if IsKeyPressed(KEY_B): lights3.enabled = not lights3.enabled
|
||||
if rl.IsKeyPressed(rl.KEY_W): lights0.enabled = not lights0.enabled
|
||||
if rl.IsKeyPressed(rl.KEY_R): lights1.enabled = not lights1.enabled
|
||||
if rl.IsKeyPressed(rl.KEY_G): lights2.enabled = not lights2.enabled
|
||||
if rl.IsKeyPressed(rl.KEY_B): lights3.enabled = not lights3.enabled
|
||||
|
||||
UpdateCamera(cameraPtr); #// Update camera
|
||||
rl.UpdateCamera(camera) #// Update camera
|
||||
|
||||
#// Make the lights do differing orbits
|
||||
angle -= 0.02
|
||||
|
@ -292,54 +116,49 @@ while not WindowShouldClose(): #// Detect window close button or ESC
|
|||
|
||||
lightSystem.update(camera.position)
|
||||
|
||||
|
||||
|
||||
#// Rotate the torus
|
||||
|
||||
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025))[0]
|
||||
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012))[0]
|
||||
|
||||
|
||||
|
||||
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
#// Draw
|
||||
#//----------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
rl.BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
rl.ClearBackground(RAYWHITE)
|
||||
|
||||
BeginMode3D(camera)
|
||||
rl.BeginMode3D(camera[0])
|
||||
|
||||
#// Draw the three models
|
||||
DrawModel(modelA, [0,0,0], 1.0, WHITE)
|
||||
DrawModel(modelB, [-1.6,0,0], 1.0, WHITE)
|
||||
DrawModel(modelC, [ 1.6,0,0], 1.0, WHITE)
|
||||
rl.DrawModel(modelA, [0,0,0], 1.0, WHITE)
|
||||
rl.DrawModel(modelB, [-1.6,0,0], 1.0, WHITE)
|
||||
rl.DrawModel(modelC, [ 1.6,0,0], 1.0, WHITE)
|
||||
|
||||
#// Draw markers to show where the lights are
|
||||
lightSystem.draw()
|
||||
|
||||
|
||||
DrawGrid(10, 1.0)
|
||||
rl.DrawGrid(10, 1.0)
|
||||
|
||||
EndMode3D()
|
||||
rl.EndMode3D()
|
||||
|
||||
DrawFPS(10, 10)
|
||||
rl.DrawFPS(10, 10)
|
||||
|
||||
DrawText(b"Keys RGB & W toggle lights", 10, 30, 20, DARKGRAY)
|
||||
rl.DrawText(b"Keys RGB & W toggle lights", 10, 30, 20, DARKGRAY)
|
||||
|
||||
EndDrawing()
|
||||
rl.EndDrawing()
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
#// De-Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
UnloadModel(modelA) # // Unload the modelA
|
||||
UnloadModel(modelB) # // Unload the modelB
|
||||
UnloadModel(modelC) # // Unload the modelC
|
||||
rl.UnloadModel(modelA) # // Unload the modelA
|
||||
rl.UnloadModel(modelB) # // Unload the modelB
|
||||
rl.UnloadModel(modelC) # // Unload the modelC
|
||||
|
||||
UnloadTexture(texture) #// Unload the texture
|
||||
UnloadShader(shader) #// Unload shader
|
||||
rl.UnloadTexture(texture) #// Unload the texture
|
||||
|
||||
CloseWindow(); #// Close window and OpenGL context
|
||||
rl.UnloadShader(lightSystem.shader)
|
||||
|
||||
rl.CloseWindow() #// Close window and OpenGL context
|
||||
|
|
99
examples/shaders/shaders_custom_uniform.py
Executable file
99
examples/shaders/shaders_custom_uniform.py
Executable file
|
@ -0,0 +1,99 @@
|
|||
#!/usr/bin/env python3
|
||||
|
||||
|
||||
from raylib.dynamic import raylib as rl, ffi
|
||||
from raylib.colors import *
|
||||
import math
|
||||
|
||||
# a few functions ported from raymath
|
||||
from rlmath import *
|
||||
|
||||
|
||||
#// Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
screenWidth = 800;
|
||||
screenHeight = 450;
|
||||
|
||||
rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT| rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting")
|
||||
|
||||
camera = ffi.new('struct Camera3D *', [
|
||||
[2, 12, 6],
|
||||
[0, .5, 0],
|
||||
[0, 1, 0],
|
||||
45,
|
||||
rl.CAMERA_PERSPECTIVE
|
||||
])
|
||||
|
||||
model = rl.LoadModel(b"resources/models/barracks.obj") # // Load OBJ model
|
||||
texture = rl.LoadTexture(b"resources/models/barracks_diffuse.png") # // Load model texture (diffuse map)
|
||||
|
||||
#// Assign texture to default model material
|
||||
model.materials[0].maps[rl.MAP_DIFFUSE].texture = texture
|
||||
#// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
shader = rl.LoadShader(b"", b"resources/shaders/glsl330/swirl.fs")
|
||||
swirlCenterLoc = rl.GetShaderLocation(shader, b"center")
|
||||
angle = 6.282;
|
||||
|
||||
|
||||
|
||||
swirl = ffi.new("struct Vector2 *", [0,0])
|
||||
|
||||
target = rl.LoadRenderTexture(screenWidth, screenHeight)
|
||||
|
||||
rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second
|
||||
#//--------------------------------------------------------------------------------------
|
||||
|
||||
#// Main game loop
|
||||
while not rl.WindowShouldClose(): #// Detect window close button or ESC key
|
||||
#// Update
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
angle -= 0.002
|
||||
camera.position.x = math.sin(angle) * 30.0
|
||||
camera.position.z = math.cos(angle) * 30.0
|
||||
rl.UpdateCamera(camera) #// Update camera
|
||||
|
||||
swirl.x = rl.GetMouseX()
|
||||
swirl.y = screenHeight - rl.GetMouseY()
|
||||
rl.SetShaderValue(shader, swirlCenterLoc, swirl, rl.UNIFORM_VEC2);
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
#// Draw
|
||||
#//----------------------------------------------------------------------------------
|
||||
rl.BeginDrawing()
|
||||
|
||||
|
||||
rl.BeginTextureMode(target)
|
||||
rl.ClearBackground(RAYWHITE)
|
||||
rl.BeginMode3D(camera[0])
|
||||
|
||||
#// Draw the three models
|
||||
rl.DrawModel(model, [0,0,0], 1.0, WHITE)
|
||||
|
||||
rl.DrawGrid(10, 1.0)
|
||||
|
||||
rl.EndTextureMode()
|
||||
rl.EndMode3D()
|
||||
|
||||
rl.BeginShaderMode(shader)
|
||||
#// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
rl.DrawTextureRec(target.texture, [ 0, 0, target.texture.width,-target.texture.height], [0.0], WHITE)
|
||||
rl.EndShaderMode()
|
||||
#// Draw some 2d text over drawn texture
|
||||
rl.DrawText(b"(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
|
||||
|
||||
|
||||
rl.DrawFPS(10, 10)
|
||||
|
||||
rl.EndDrawing()
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
#// De-Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
rl.UnloadModel(model) # // Unload the model
|
||||
|
||||
rl.UnloadTexture(texture) #// Unload the texture
|
||||
|
||||
rl.CloseWindow() #// Close window and OpenGL context
|
106
examples/shaders/shaders_fog.py
Executable file
106
examples/shaders/shaders_fog.py
Executable file
|
@ -0,0 +1,106 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
|
||||
Example converted to Python from:
|
||||
http://bedroomcoders.co.uk/raylib-fog/
|
||||
|
||||
port to python completed by codifies - dont know who started it
|
||||
|
||||
|
||||
"""
|
||||
|
||||
from raylib.static import rl, ffi
|
||||
from raylib.colors import *
|
||||
import math
|
||||
|
||||
from rlmath import *
|
||||
from light_system import *
|
||||
|
||||
rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT | rl.FLAG_WINDOW_RESIZABLE)
|
||||
rl.InitWindow(1280, 768, b'Fog Test')
|
||||
|
||||
camera = ffi.new('struct Camera3D *', [
|
||||
[6, 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
|
||||
|
||||
light = Light(LIGHT_POINT, [ 0, 4, 0 ], Vector3Zero(), WHITE)
|
||||
lightSystem = LightSystem([ 0.2, 0.2, 0.2, 1.0 ], light)
|
||||
|
||||
fog_color = ffi.new('float[]', [0.2,0.2,1.0,1.0])
|
||||
fogC = rl.GetShaderLocation(lightSystem.shader, b'fogColor')
|
||||
rl.SetShaderValue(lightSystem.shader, fogC, fog_color, rl.UNIFORM_VEC4);
|
||||
fogD = rl.GetShaderLocation(lightSystem.shader, b'FogDensity')
|
||||
fogDensity = 0.12
|
||||
|
||||
model.materials[0].shader = lightSystem.shader
|
||||
model2.materials[0].shader = lightSystem.shader
|
||||
model3.materials[0].shader = lightSystem.shader
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
a=0.0
|
||||
while not rl.WindowShouldClose():
|
||||
|
||||
a+=0.01
|
||||
camera.position.x = math.sin(a)*6
|
||||
camera.position.z = math.cos(a)*6
|
||||
rl.UpdateCamera(camera)
|
||||
|
||||
lightSystem.update(camera.position)
|
||||
|
||||
|
||||
model.transform = MatrixMultiply(model.transform, MatrixRotateX(-0.025))[0]
|
||||
model.transform = MatrixMultiply(model.transform, MatrixRotateZ(0.012))[0]
|
||||
|
||||
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(lightSystem.shader, fogD, ffi.new('float[]', [fogDensity]), rl.UNIFORM_FLOAT)
|
||||
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground([int(255 * i) for i in fog_color])
|
||||
if rl.IsKeyDown(rl.KEY_SPACE):
|
||||
rl.ClearBackground(BLACK)
|
||||
|
||||
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.UnloadModel(model)
|
||||
rl.UnloadModel(model2)
|
||||
rl.UnloadModel(model3)
|
||||
rl.UnloadTexture(texture)
|
||||
rl.UnloadShader(lightSystem.shader)
|
||||
rl.CloseWindow()
|
||||
|
75
examples/shaders/shaders_texture_drawing.py
Normal file
75
examples/shaders/shaders_texture_drawing.py
Normal file
|
@ -0,0 +1,75 @@
|
|||
#!/usr/bin/env python3
|
||||
|
||||
|
||||
from raylib.dynamic import raylib as rl, ffi
|
||||
from raylib.colors import *
|
||||
|
||||
|
||||
# a few functions ported from raymath
|
||||
from rlmath import *
|
||||
|
||||
|
||||
#// Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
screenWidth = 800;
|
||||
screenHeight = 450;
|
||||
|
||||
rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT| rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting")
|
||||
|
||||
camera = ffi.new('struct Camera3D *', [
|
||||
[2, 12, 6],
|
||||
[0, .5, 0],
|
||||
[0, 1, 0],
|
||||
45,
|
||||
rl.CAMERA_PERSPECTIVE
|
||||
])
|
||||
|
||||
imBlank = rl.GenImageColor(1024, 1024, BLANK)
|
||||
texture = rl.LoadTextureFromImage(imBlank) #// Load blank texture to fill on shader
|
||||
rl.UnloadImage(imBlank);
|
||||
|
||||
#// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
|
||||
shader = rl.LoadShader(b"", b"resources/shaders/glsl330/cubes_panning.fs");
|
||||
|
||||
time = ffi.new("float *", 0.0)
|
||||
timeLoc = rl.GetShaderLocation(shader, b"uTime");
|
||||
rl.SetShaderValue(shader, timeLoc, time, rl.UNIFORM_FLOAT);
|
||||
|
||||
|
||||
rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second
|
||||
#//--------------------------------------------------------------------------------------
|
||||
|
||||
#// Main game loop
|
||||
while not rl.WindowShouldClose(): #// Detect window close button or ESC key
|
||||
#// Update
|
||||
#//----------------------------------------------------------------------------------
|
||||
time[0] = rl.GetTime();
|
||||
rl.SetShaderValue(shader, timeLoc, time, rl.UNIFORM_FLOAT);
|
||||
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
#// Draw
|
||||
#//----------------------------------------------------------------------------------
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(RAYWHITE)
|
||||
|
||||
rl.BeginShaderMode(shader) #// Enable our custom shader for next shapes/textures drawings
|
||||
rl.DrawTexture(texture, 0, 0, WHITE) #// Drawing BLANK texture, all magic happens on shader
|
||||
rl.EndShaderMode() #// Disable our custom shader, return to default shader
|
||||
|
||||
rl.DrawText(b"BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON);
|
||||
|
||||
|
||||
rl.EndDrawing()
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
#// De-Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
rl.UnloadTexture(texture) #// Unload the texture
|
||||
|
||||
rl.CloseWindow() #// Close window and OpenGL context
|
90
examples/shaders/shaders_texture_waves.py
Executable file
90
examples/shaders/shaders_texture_waves.py
Executable file
|
@ -0,0 +1,90 @@
|
|||
#!/usr/bin/env python3
|
||||
|
||||
from raylib.static import rl, ffi
|
||||
from raylib.colors import *
|
||||
import math
|
||||
|
||||
# a few functions ported from raymath
|
||||
from rlmath import *
|
||||
|
||||
from ctypes import byref
|
||||
|
||||
#// Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
screenWidth = 800;
|
||||
screenHeight = 450;
|
||||
|
||||
rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT| rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders]")
|
||||
|
||||
camera = ffi.new('struct Camera3D *', [
|
||||
[2, 12, 6],
|
||||
[0, .5, 0],
|
||||
[0, 1, 0],
|
||||
45,
|
||||
rl.CAMERA_PERSPECTIVE
|
||||
])
|
||||
|
||||
texture = rl.LoadTexture(b"resources/space.png")
|
||||
|
||||
shader = rl.LoadShader(b"", b"resources/shaders/glsl330/wave.fs")
|
||||
secondsLoc = rl.GetShaderLocation(shader, b"secondes")
|
||||
freqXLoc = rl.GetShaderLocation(shader, b"freqX")
|
||||
freqYLoc = rl.GetShaderLocation(shader, b"freqY")
|
||||
ampXLoc = rl.GetShaderLocation(shader, b"ampX")
|
||||
ampYLoc = rl.GetShaderLocation(shader, b"ampY")
|
||||
speedXLoc = rl.GetShaderLocation(shader, b"speedX")
|
||||
speedYLoc = rl.GetShaderLocation(shader, b"speedY")
|
||||
|
||||
freqX = ffi.new("float *", 25.0)
|
||||
freqY = ffi.new("float *", 25.0)
|
||||
ampX = ffi.new("float *", 5.0)
|
||||
ampY = ffi.new("float *", 5.0)
|
||||
speedX = ffi.new("float *", 8.0)
|
||||
speedY = ffi.new("float *", 8.0)
|
||||
|
||||
screenSize = ffi.new("struct Vector2 *",[ rl.GetScreenWidth(), rl.GetScreenHeight() ])
|
||||
rl.SetShaderValue(shader, rl.GetShaderLocation(shader, b"size"), screenSize, rl.UNIFORM_VEC2)
|
||||
|
||||
rl.SetShaderValue(shader, freqXLoc, freqX, rl.UNIFORM_FLOAT)
|
||||
rl.SetShaderValue(shader, freqYLoc, freqY, rl.UNIFORM_FLOAT)
|
||||
rl.SetShaderValue(shader, ampXLoc, ampX, rl.UNIFORM_FLOAT)
|
||||
rl.SetShaderValue(shader, ampYLoc, ampY, rl.UNIFORM_FLOAT)
|
||||
rl.SetShaderValue(shader, speedXLoc, speedX, rl.UNIFORM_FLOAT)
|
||||
rl.SetShaderValue(shader, speedYLoc, speedY, rl.UNIFORM_FLOAT)
|
||||
|
||||
seconds = ffi.new("float *", 0.0)
|
||||
|
||||
rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second
|
||||
#//--------------------------------------------------------------------------------------
|
||||
|
||||
#// Main game loop
|
||||
while not rl.WindowShouldClose(): #// Detect window close button or ESC key
|
||||
#// Update
|
||||
#//----------------------------------------------------------------------------------
|
||||
seconds[0] += rl.GetFrameTime()
|
||||
rl.SetShaderValue(shader, secondsLoc, seconds, rl.UNIFORM_FLOAT)
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
#// Draw
|
||||
#//----------------------------------------------------------------------------------
|
||||
rl.BeginDrawing()
|
||||
|
||||
|
||||
rl.ClearBackground(RAYWHITE)
|
||||
rl.BeginShaderMode(shader);
|
||||
|
||||
rl.DrawTexture(texture, 0, 0, WHITE);
|
||||
rl.DrawTexture(texture, texture.width, 0, WHITE);
|
||||
|
||||
rl.EndShaderMode();
|
||||
|
||||
rl.EndDrawing()
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
#// De-Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
rl.CloseWindow() #// Close window and OpenGL context
|
Reference in a new issue