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>
This commit is contained in:
chriscamacho 2020-09-19 09:07:39 +01:00 committed by GitHub
parent 6a3be55fe2
commit e49e2b4d65
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
9 changed files with 617 additions and 328 deletions

106
examples/shaders/shaders_fog.py Executable file
View 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()