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