completed fog example (#18)
* 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! Co-authored-by: codifies <nospam@antispam.com>
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9 changed files with 617 additions and 328 deletions
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examples/shaders/light_system.py
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examples/shaders/light_system.py
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from raylib.dynamic import raylib as rl, ffi
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class LightSystem:
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MAX_LIGHTS = 4 #// Max dynamic lights supported by shader
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lightsCount = 0
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lights = []
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def __init__(self, ambient = [ 0.2, 0.2, 0.2, 1.0 ], *ls):
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self.shader = rl.LoadShader(b"resources/shaders/fogLight.vs",
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b"resources/shaders/fogLight.fs");
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#// Get some shader loactions
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self.shader.locs[rl.LOC_MATRIX_MODEL] = rl.GetShaderLocation(self.shader, b"matModel");
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self.shader.locs[rl.LOC_VECTOR_VIEW] = rl.GetShaderLocation(self.shader, b"viewPos");
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#// ambient light level
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self.ambientLoc = rl.GetShaderLocation(self.shader, b"ambient");
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v = ffi.new("struct Vector4 *", ambient)
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rl.SetShaderValue(self.shader, self.ambientLoc, v, rl.UNIFORM_VEC4);
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for light in ls:
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self.add(light)
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def add(self, light):
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light.configure(len(self.lights), self.shader)
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self.lights.append(light)
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if len(self.lights) > self.MAX_LIGHTS:
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raise Exception("Too many lights")
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def update(self, cameraPos):
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rl.SetShaderValue(self.shader, self.shader.locs[rl.LOC_VECTOR_VIEW], ffi.new("struct Vector3 *",cameraPos), rl.UNIFORM_VEC3)
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for light in self.lights:
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light.UpdateLightValues()
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def draw(self):
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for light in self.lights:
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if light.enabled:
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rl.DrawSphereEx(light.position[0], 0.2, 8, 8, light.color)
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LIGHT_DIRECTIONAL=0
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LIGHT_POINT=1
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class Light:
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def __init__(self, type, position, target, color):
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self.enabled = True
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self.type = type
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self.position = ffi.new("struct Vector3 *",position)
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self.target = target
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self.color = color
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def configure(self, id, shader):
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self.shader = shader
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#// TODO: Below code doesn't look good to me,
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#// it assumes a specific shader naming and structure
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#// Probably this implementation could be improved
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self.enabledName = f"lights[{id}].enabled"
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self.typeName = f"lights[{id}].type"
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self.posName = f"lights[{id}].position"
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self.targetName = f"lights[{id}].target"
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self.colorName = f"lights[{id}].color"
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self.enabledLoc = rl.GetShaderLocation(shader, self.enabledName.encode('utf-8'))
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self.typeLoc = rl.GetShaderLocation(shader, self.typeName.encode('utf-8'))
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self.posLoc = rl.GetShaderLocation(shader, self.posName.encode('utf-8'))
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self.targetLoc = rl.GetShaderLocation(shader, self.targetName.encode('utf-8'))
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self.colorLoc = rl.GetShaderLocation(shader, self.colorName.encode('utf-8'))
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self.UpdateLightValues()
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#// Send light properties to shader
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#// NOTE: Light shader locations should be available
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def UpdateLightValues(self):
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#// Send to shader light enabled state and type
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rl.SetShaderValue(self.shader, self.enabledLoc, ffi.new("int *",self.enabled), rl.UNIFORM_INT)
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rl.SetShaderValue(self.shader, self.typeLoc, ffi.new("int *",self.type), rl.UNIFORM_INT)
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#// Send to shader light position values
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position = [ self.position.x, self.position.y, self.position.z]
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rl.SetShaderValue(self.shader, self.posLoc, ffi.new("struct Vector3 *",position), rl.UNIFORM_VEC3)
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#// Send to shader light target position values
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target =[ self.target.x, self.target.y, self.target.z ]
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rl.SetShaderValue(self.shader, self.targetLoc, ffi.new("struct Vector3 *",target), rl.UNIFORM_VEC3)
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#// Send to shader light color values
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color = [self.color[0]/255.0, self.color[1]/255.0, self.color[2]/255.0, self.color[3]/255.0]
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rl.SetShaderValue(self.shader, self.colorLoc, ffi.new("struct Vector4 *",color), rl.UNIFORM_VEC4)
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