New examples from @chriscamacho (#23)

* complete fog example
as both fog and basic lighting need the light system it made sense
to seperate it out, there are a few functions from raymath
int rlmath.py

* added shaders custom uniform

* added shaders_texture_waves.py

* added shaders_texture_drawing.py

* bug fix - unwanted transparent effect!

* complete fog example
as both fog and basic lighting need the light system it made sense
to seperate it out, there are a few functions from raymath
int rlmath.py

* added shaders custom uniform

* added shaders_texture_waves.py

* initial commit still WIP

* updated raylib

* undo all changes in this branch except for the example updates

* remove local raylib-c

Co-authored-by: codifies <nospam@antispam.com>
This commit is contained in:
Richard Smith 2020-11-15 20:07:05 +00:00 committed by GitHub
parent 16aec6a0e3
commit 8824449bc1
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GPG key ID: 4AEE18F83AFDEB23
27 changed files with 120 additions and 912 deletions

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@ -8,8 +8,20 @@ http://bedroomcoders.co.uk/raylib-fog/
"""
#
#<<<<<<< HEAD
#<<<<<<< HEAD
#<<<<<<< HEAD
from raylib.static import rl, ffi
#=======
#from raylib.dynamic import raylib as rl, ffi
#>>>>>>> ffe4403 (complete fog example)
#=======
#from raylib.static import rl, ffi
#>>>>>>> 10b63b9 (added shaders_texture_waves.py)
#=======
#from raylib.static import rl, ffi
#>>>>>>> 1775ffc4b093c881ee44a8027b4143add066d738
from raylib.colors import *
import math
@ -39,10 +51,20 @@ 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)
#
#<<<<<<< HEAD
#<<<<<<< HEAD
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);
#=======
#fog_color = [0.2, 0.2, 1.0, 1.0]
#>>>>>>> ffe4403 (complete fog example)
#=======
#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);
#>>>>>>> 1775ffc4b093c881ee44a8027b4143add066d738
fogD = rl.GetShaderLocation(lightSystem.shader, b'FogDensity')
fogDensity = 0.12
@ -62,8 +84,8 @@ while not rl.WindowShouldClose():
lightSystem.update(camera.position)
model.transform = MatrixMultiply(model.transform, MatrixRotateX(-0.025))[0]
model.transform = MatrixMultiply(model.transform, MatrixRotateZ(0.012))[0]
model.transform = ffi.cast("Matrix *",MatrixMultiply(model.transform, MatrixRotateX(-0.025)))[0]
model.transform = ffi.cast("Matrix *",MatrixMultiply(model.transform, MatrixRotateZ(0.012)))[0]
if rl.IsKeyDown(rl.KEY_UP):
fogDensity = min(fogDensity + 0.001, 1)
@ -76,8 +98,16 @@ while not rl.WindowShouldClose():
rl.BeginDrawing()
rl.ClearBackground([int(255 * i) for i in fog_color])
#<<<<<<< HEAD
#<<<<<<< HEAD
# if rl.IsKeyDown(rl.KEY_SPACE):
# rl.ClearBackground(BLACK)
#=======
#>>>>>>> ffe4403 (complete fog example)
#=======
if rl.IsKeyDown(rl.KEY_SPACE):
rl.ClearBackground(BLACK)
#>>>>>>> 1775ffc4b093c881ee44a8027b4143add066d738
rl.BeginMode3D(camera[0])
rl.DrawModel(model, [0] * 3, 1, WHITE)