test, review and fix the shader examples. https://github.com/electronstudio/raylib-python-cffi/issues/47
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7 changed files with 84 additions and 145 deletions
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@ -1,4 +1,3 @@
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#!/usr/bin/env python3
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"""
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Example converted to Python from:
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@ -8,20 +7,9 @@ http://bedroomcoders.co.uk/raylib-fog/
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"""
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#
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#<<<<<<< HEAD
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#<<<<<<< HEAD
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#<<<<<<< HEAD
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from raylib import rl, ffi
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#=======
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#from raylib.dynamic import raylib as rl, ffi
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#>>>>>>> ffe4403 (complete fog example)
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#=======
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#from raylib.static import rl, ffi
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#>>>>>>> 10b63b9 (added shaders_texture_waves.py)
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#=======
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#from raylib.static import rl, ffi
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#>>>>>>> 1775ffc4b093c881ee44a8027b4143add066d738
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import raylib as rl
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from raylib.colors import *
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import math
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@ -31,7 +19,7 @@ from light_system import *
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rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT | rl.FLAG_WINDOW_RESIZABLE)
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rl.InitWindow(1280, 768, b'Fog Test')
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camera = ffi.new('struct Camera3D *', [
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camera = rl.ffi.new('struct Camera3D *', [
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[6, 2, 6],
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[0, .5, 0],
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[0, 1, 0],
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@ -45,26 +33,20 @@ model3 = rl.LoadModelFromMesh(rl.GenMeshSphere(0.5, 32, 32))
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texture = rl.LoadTexture(b'resources/test.png')
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model.materials[0].maps[rl.MAP_DIFFUSE].texture = texture
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model2.materials[0].maps[rl.MAP_DIFFUSE].texture = texture
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model3.materials[0].maps[rl.MAP_DIFFUSE].texture = texture
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model.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture
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model2.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture
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model3.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture
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light = Light(LIGHT_POINT, [ 0, 4, 0 ], Vector3Zero(), WHITE)
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lightSystem = LightSystem([ 0.2, 0.2, 0.2, 1.0 ], light)
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#
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#<<<<<<< HEAD
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#<<<<<<< HEAD
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fog_color = ffi.new('float[]', [0.2,0.2,1.0,1.0])
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fog_color = rl.ffi.new('float[]', [0.2,0.2,1.0,1.0])
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fogC = rl.GetShaderLocation(lightSystem.shader, b'fogColor')
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rl.SetShaderValue(lightSystem.shader, fogC, fog_color, rl.UNIFORM_VEC4);
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#=======
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#fog_color = [0.2, 0.2, 1.0, 1.0]
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#>>>>>>> ffe4403 (complete fog example)
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#=======
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#fog_color = ffi.new('float[]', [0.2,0.2,1.0,1.0])
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rl.SetShaderValue(lightSystem.shader, fogC, fog_color, rl.SHADER_UNIFORM_VEC4);
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fogC = rl.GetShaderLocation(lightSystem.shader, b'fogColor')
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rl.SetShaderValue(lightSystem.shader, fogC, fog_color, rl.UNIFORM_VEC4);
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#>>>>>>> 1775ffc4b093c881ee44a8027b4143add066d738
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rl.SetShaderValue(lightSystem.shader, fogC, fog_color, rl.SHADER_UNIFORM_VEC4);
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fogD = rl.GetShaderLocation(lightSystem.shader, b'FogDensity')
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fogDensity = 0.12
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@ -84,8 +66,8 @@ while not rl.WindowShouldClose():
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lightSystem.update(camera.position)
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model.transform = ffi.cast("Matrix *",MatrixMultiply(model.transform, MatrixRotateX(-0.025)))[0]
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model.transform = ffi.cast("Matrix *",MatrixMultiply(model.transform, MatrixRotateZ(0.012)))[0]
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model.transform = rl.ffi.cast("Matrix *",MatrixMultiply(model.transform, MatrixRotateX(-0.025)))[0]
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model.transform = rl.ffi.cast("Matrix *",MatrixMultiply(model.transform, MatrixRotateZ(0.012)))[0]
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if rl.IsKeyDown(rl.KEY_UP):
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fogDensity = min(fogDensity + 0.001, 1)
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@ -93,21 +75,15 @@ while not rl.WindowShouldClose():
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if rl.IsKeyDown(rl.KEY_DOWN):
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fogDensity = max(fogDensity - 0.001, 0)
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rl.SetShaderValue(lightSystem.shader, fogD, ffi.new('float[]', [fogDensity]), rl.UNIFORM_FLOAT)
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rl.SetShaderValue(lightSystem.shader, fogD, rl.ffi.new('float[]', [fogDensity]), rl.SHADER_UNIFORM_FLOAT)
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rl.BeginDrawing()
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rl.ClearBackground([int(255 * i) for i in fog_color])
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#<<<<<<< HEAD
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#<<<<<<< HEAD
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# if rl.IsKeyDown(rl.KEY_SPACE):
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# rl.ClearBackground(BLACK)
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#=======
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#>>>>>>> ffe4403 (complete fog example)
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#=======
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if rl.IsKeyDown(rl.KEY_SPACE):
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rl.ClearBackground(BLACK)
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#>>>>>>> 1775ffc4b093c881ee44a8027b4143add066d738
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rl.BeginMode3D(camera[0])
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rl.DrawModel(model, [0] * 3, 1, WHITE)
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@ -118,7 +94,8 @@ while not rl.WindowShouldClose():
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rl.DrawModel(model, [i, 0, 2], 1, WHITE)
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rl.DrawGizmo([1000, 1000, 1000])
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#Raylib removed this function
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#rl.DrawGizmo([1000, 1000, 1000])
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rl.EndMode3D()
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