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:
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9 changed files with 617 additions and 328 deletions
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@ -1,94 +0,0 @@
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"""
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Example converted to Python from:
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http://bedroomcoders.co.uk/raylib-fog/
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"""
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from raylib.dynamic import raylib as rl, ffi
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from raylib.colors 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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[2, 2, 6],
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[0, 5, 0],
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[0, 1, 0],
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45,
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rl.CAMERA_PERSPECTIVE
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])
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model = rl.LoadModelFromMesh(rl.GenMeshTorus(0.4, 1, 16, 32))
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model2 = rl.LoadModelFromMesh(rl.GenMeshCube(1, 1, 1))
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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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shader = rl.LoadShader(b'resources/shaders/fogLight.vs', b'resources/shaders/fogLight.fs')
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shader.locs[rl.LOC_MATRIX_MODEL] = rl.GetShaderLocation(shader, b'matModel')
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shader.locs[rl.LOC_VECTOR_VIEW] = rl.GetShaderLocation(shader, b'viewPos')
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amb = rl.GetShaderLocation(shader, b'ambient')
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rl.SetShaderValue(shader, amb, ffi.new('float[]', [0.2, 0.2, 0.2, 1.0]), rl.UNIFORM_VEC4)
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fog_color = [0.2, 0.2, 1.0, 1.0]
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fogC = rl.GetShaderLocation(shader, b'fogColor')
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rl.SetShaderValue(shader, fogC, ffi.new('float[]', fog_color), rl.UNIFORM_VEC4)
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fogD = rl.GetShaderLocation(shader, b'FogDensity')
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fogDensity = 0.12
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rl.SetShaderValue(shader, fogD, ffi.new('float[]', [fogDensity]), rl.UNIFORM_FLOAT)
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model.materials[0].shader = shader
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model2.materials[0].shader = shader
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model3.materials[0].shader = shader
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rl.SetCameraMode(camera[0], rl.CAMERA_ORBITAL)
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rl.SetTargetFPS(60)
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while not rl.WindowShouldClose():
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rl.UpdateCamera(camera)
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if rl.IsKeyDown(rl.KEY_UP):
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fogDensity = min(fogDensity + 0.001, 1)
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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(shader, fogD, ffi.new('float[]', [fogDensity]), rl.UNIFORM_FLOAT)
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rl.SetShaderValue(shader, shader.locs[rl.LOC_VECTOR_VIEW], ffi.new('float[]', [camera.position.x]), rl.UNIFORM_VEC3)
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rl.BeginDrawing()
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rl.ClearBackground([int(255 * i) for i in fog_color])
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rl.BeginMode3D(camera[0])
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rl.DrawModel(model, [0] * 3, 1, WHITE)
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rl.DrawModel(model2, [-2.6, 0, 0], 1, WHITE)
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rl.DrawModel(model3, [ 2.6, 0, 0], 1, WHITE)
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for i in range(-20, 20, 2):
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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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rl.EndMode3D()
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rl.DrawFPS(10, 10)
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rl.DrawText(f'Up/Down to change fog density: {fogDensity}'.encode('utf-8'), 10, 30, 20, WHITE)
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rl.EndDrawing()
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rl.CloseWindow()
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rl.UnloadModel(model)
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rl.UnloadModel(model2)
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rl.UnloadModel(model3)
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rl.UnloadTexture(texture)
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rl.UnloadShader(shader)
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99
examples/shaders/light_system.py
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99
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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// gamma
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finalColor = pow(finalColor, vec4(1.0/2.2));
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float dist = length(viewPos - fragPosition) ;
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float fogFactor = 1.0 / exp( (dist * FogDensity) * (dist * FogDensity));
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fogFactor = clamp( fogFactor, 0.0, 1.0 );
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finalColor = mix(fogColor, finalColor, fogFactor);
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}
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93
examples/shaders/rlmath.py
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93
examples/shaders/rlmath.py
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# just a few functions from raymath
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from raylib.dynamic import raylib as rl, ffi
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import math
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PI = 3.14159265358979323846
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DEG2RAD = (PI/180.0)
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RAD2DEG = (180.0/PI)
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def Clamp(value: float, minv: float, maxv: float):
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#res = value < minv ? minv : value
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res = minv if value < minv else value
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#return res > maxv ? maxv : res
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return maxv if res > maxv else res
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def Lerp(start: float, end: float, amount: float):
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return start + amount*(end - start)
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def Vector2Zero():
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return ffi.new("struct Vector2 *",[ 0, 0])
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def Vector3Zero():
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return ffi.new("struct Vector3 *",[ 0, 0, 0])
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def MatrixRotateX(angle):
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result = MatrixIdentity();
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cosres = math.cos(angle);
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sinres = math.sin(angle);
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result.m5 = cosres;
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result.m6 = -sinres;
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result.m9 = sinres;
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result.m10 = cosres;
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return result;
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def MatrixRotateY(angle):
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result = MatrixIdentity()
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cosres = math.cos(angle);
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sinres = math.sin(angle);
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result.m0 = cosres;
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result.m2 = sinres;
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result.m8 = -sinres;
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result.m10 = cosres;
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return result;
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def MatrixIdentity():
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result = ffi.new("struct Matrix *",[ 1.0, 0.0, 0.0, 0.0,0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ])
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return result
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def MatrixRotateZ(angle):
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result = MatrixIdentity();
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cosres = math.cos(angle);
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sinres = math.sin(angle);
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result.m0 = cosres;
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result.m1 = -sinres;
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result.m4 = sinres;
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result.m5 = cosres;
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return result
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def MatrixMultiply(left, right):
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result = ffi.new("struct Matrix *")
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result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
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result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
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result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
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result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
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result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
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result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
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result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
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result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
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result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
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result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
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result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
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result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
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result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
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result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
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result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
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result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
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return result
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287
examples/shaders/shaders_basic_lighting.py
Normal file → Executable file
287
examples/shaders/shaders_basic_lighting.py
Normal file → Executable file
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#!/usr/bin/env python3
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# /*******************************************************************************************
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# *
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# * raylib [shaders] example - basic lighting
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# *
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# * Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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# *
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# *
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# ********************************************************************************************/
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from raylib.static import *
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from raylib.static import rl, ffi
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from raylib.colors import *
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from dataclasses import dataclass
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from enum import Enum
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from typing import Any
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import math
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# a few functions ported from raymath
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from rlmath import *
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def MatrixRotateX(angle):
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result = MatrixIdentity();
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cosres = math.cos(angle);
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sinres = math.sin(angle);
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result.m5 = cosres;
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result.m6 = -sinres;
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result.m9 = sinres;
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result.m10 = cosres;
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return result;
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def MatrixRotateY(angle):
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result = MatrixIdentity()
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cosres = math.cos(angle);
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sinres = math.sin(angle);
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result.m0 = cosres;
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result.m2 = sinres;
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result.m8 = -sinres;
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result.m10 = cosres;
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return result;
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def MatrixIdentity():
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result = ffi.new("struct Matrix *",[ 1.0, 0.0, 0.0, 0.0,0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ])
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return result
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def MatrixRotateZ(angle):
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result = MatrixIdentity();
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cosres = math.cos(angle);
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sinres = math.sin(angle);
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result.m0 = cosres;
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result.m1 = -sinres;
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result.m4 = sinres;
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result.m5 = cosres;
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return result
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def MatrixMultiply(left, right):
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result = ffi.new("struct Matrix *")
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result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
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result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
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result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
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result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
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result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
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result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
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result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
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result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
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result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
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result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
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result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
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result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
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result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
|
||||
result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
|
||||
result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
|
||||
result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
|
||||
|
||||
return result
|
||||
|
||||
|
||||
#//----------------------------------------------------------------------------------
|
||||
#// Types and Structures Definition
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
class LightSystem:
|
||||
MAX_LIGHTS = 4 #// Max dynamic lights supported by shader
|
||||
lightsCount = 0
|
||||
lights = []
|
||||
|
||||
def __init__(self, ambient = [ 0.2, 0.2, 0.2, 1.0 ], *ls):
|
||||
self.shader = LoadShader(b"resources/shaders/glsl330/basic_lighting.vs",
|
||||
b"resources/shaders/glsl330/basic_lighting.fs");
|
||||
|
||||
#// Get some shader loactions
|
||||
self.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(self.shader, b"matModel");
|
||||
self.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(self.shader, b"viewPos");
|
||||
|
||||
#// ambient light level
|
||||
self.ambientLoc = GetShaderLocation(self.shader, b"ambient");
|
||||
v = ffi.new("struct Vector4 *", ambient)
|
||||
SetShaderValue(self.shader, self.ambientLoc, v, UNIFORM_VEC4);
|
||||
|
||||
for light in ls:
|
||||
self.add(light)
|
||||
|
||||
def add(self, light):
|
||||
light.configure(len(self.lights), self.shader)
|
||||
self.lights.append(light)
|
||||
if len(self.lights) > self.MAX_LIGHTS:
|
||||
raise Exception("Too many lights")
|
||||
|
||||
def update(self, cameraPos):
|
||||
SetShaderValue(self.shader, self.shader.locs[LOC_VECTOR_VIEW], ffi.new("struct Vector3 *",cameraPos), UNIFORM_VEC3)
|
||||
for light in self.lights:
|
||||
light.UpdateLightValues()
|
||||
|
||||
def draw(self):
|
||||
for light in self.lights:
|
||||
if light.enabled:
|
||||
DrawSphereEx(light.position[0], 0.2, 8, 8, light.color)
|
||||
|
||||
|
||||
|
||||
|
||||
LIGHT_DIRECTIONAL=0
|
||||
LIGHT_POINT=1
|
||||
|
||||
|
||||
class Light:
|
||||
def __init__(self, type, position, target, color):
|
||||
self.enabled = True
|
||||
self.type = type
|
||||
self.position = ffi.new("struct Vector3 *",position)
|
||||
self.target = target
|
||||
self.color = color
|
||||
|
||||
|
||||
|
||||
|
||||
def configure(self, id, shader):
|
||||
self.shader = shader
|
||||
#// TODO: Below code doesn't look good to me,
|
||||
# // it assumes a specific shader naming and structure
|
||||
# // Probably this implementation could be improved
|
||||
self.enabledName = f"lights[{id}].enabled"
|
||||
self.typeName = f"lights[{id}].type"
|
||||
self.posName = f"lights[{id}].position"
|
||||
self.targetName = f"lights[{id}].target"
|
||||
self.colorName = f"lights[{id}].color"
|
||||
|
||||
self.enabledLoc = GetShaderLocation(shader, self.enabledName.encode('utf-8'))
|
||||
self.typeLoc = GetShaderLocation(shader, self.typeName.encode('utf-8'))
|
||||
self.posLoc = GetShaderLocation(shader, self.posName.encode('utf-8'))
|
||||
self.targetLoc = GetShaderLocation(shader, self.targetName.encode('utf-8'))
|
||||
self.colorLoc = GetShaderLocation(shader, self.colorName.encode('utf-8'))
|
||||
|
||||
self.UpdateLightValues()
|
||||
|
||||
|
||||
#// Send light properties to shader
|
||||
#// NOTE: Light shader locations should be available
|
||||
def UpdateLightValues(self):
|
||||
#// Send to shader light enabled state and type
|
||||
SetShaderValue(self.shader, self.enabledLoc, ffi.new("int *",self.enabled), UNIFORM_INT)
|
||||
SetShaderValue(self.shader, self.typeLoc, ffi.new("int *",self.type), UNIFORM_INT)
|
||||
|
||||
#// Send to shader light position values
|
||||
position = [ self.position.x, self.position.y, self.position.z]
|
||||
SetShaderValue(self.shader, self.posLoc, ffi.new("struct Vector3 *",position), UNIFORM_VEC3)
|
||||
|
||||
#// Send to shader light target position values
|
||||
target =[ self.target.x, self.target.y, self.target.z ]
|
||||
SetShaderValue(self.shader, self.targetLoc, ffi.new("struct Vector3 *",target), UNIFORM_VEC3)
|
||||
|
||||
#// Send to shader light color values
|
||||
color = [self.color[0]/255.0, self.color[1]/255.0, self.color[2]/255.0, self.color[3]/255.0]
|
||||
SetShaderValue(self.shader, self.colorLoc, ffi.new("struct Vector4 *",color), UNIFORM_VEC4)
|
||||
|
||||
|
||||
|
||||
def Vector3Zero():
|
||||
return ffi.new("struct Vector3 *",[ 0, 0, 0])
|
||||
# lighting system
|
||||
from light_system import *
|
||||
|
||||
#// Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
screenWidth = 800;
|
||||
screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); # Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting")
|
||||
rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT| rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting")
|
||||
|
||||
#// Define the camera to look into our 3d world
|
||||
cameraPtr = ffi.new("struct Camera3D *")
|
||||
camera = cameraPtr[0]
|
||||
camera.position = [ 2.0, 2.0, 6.0 ] # // Camera position
|
||||
camera.target = [ 0.0, 0.5, 0.0]# // Camera looking at point
|
||||
camera.up = [ 0.0, 1.0, 0.0]# // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0 # // Camera field-of-view Y
|
||||
camera.type = CAMERA_PERSPECTIVE # // Camera mode type
|
||||
camera = ffi.new('struct Camera3D *', [
|
||||
[2, 2, 6],
|
||||
[0, .5, 0],
|
||||
[0, 1, 0],
|
||||
45,
|
||||
rl.CAMERA_PERSPECTIVE
|
||||
])
|
||||
|
||||
#// Load models
|
||||
modelA = LoadModelFromMesh(GenMeshTorus(0.4, 1.0, 16, 32))
|
||||
modelB = LoadModelFromMesh(GenMeshCube(1.0, 1.0, 1.0))
|
||||
modelC = LoadModelFromMesh(GenMeshSphere(0.5, 32, 32))
|
||||
#// Load models
|
||||
modelA = rl.LoadModelFromMesh(rl.GenMeshTorus(0.4, 1.0, 16, 32))
|
||||
modelB = rl.LoadModelFromMesh(rl.GenMeshCube(1.0, 1.0, 1.0))
|
||||
modelC = rl.LoadModelFromMesh(rl.GenMeshSphere(0.5, 32, 32))
|
||||
|
||||
#// Load models texture
|
||||
texture = LoadTexture(b"resources/texel_checker.png")
|
||||
texture = rl.LoadTexture(b"resources/texel_checker.png")
|
||||
|
||||
#// Assign texture to default model material
|
||||
modelA.materials[0].maps[MAP_DIFFUSE].texture = texture
|
||||
modelB.materials[0].maps[MAP_DIFFUSE].texture = texture
|
||||
modelC.materials[0].maps[MAP_DIFFUSE].texture = texture
|
||||
|
||||
|
||||
|
||||
|
||||
modelA.materials[0].maps[rl.MAP_DIFFUSE].texture = texture
|
||||
modelB.materials[0].maps[rl.MAP_DIFFUSE].texture = texture
|
||||
modelC.materials[0].maps[rl.MAP_DIFFUSE].texture = texture
|
||||
|
||||
angle = 6.282;
|
||||
|
||||
|
||||
#// Using 4 point lights, white, red, green and blue
|
||||
|
||||
#lights[0] = Light(LIGHT_POINT, ffi.new("struct Vector3 *",[ 400, 400, 400 ]), Vector3Zero(), WHITE, shader)
|
||||
lights0 = Light(LIGHT_POINT, [ 4, 2, 4 ], Vector3Zero(), WHITE)
|
||||
lights1 = Light(LIGHT_POINT, [4, 2, 4 ], Vector3Zero(), RED)
|
||||
lights2 = Light(LIGHT_POINT, [ 0, 4, 2 ], Vector3Zero(), GREEN)
|
||||
lights3 = Light(LIGHT_POINT, [ 0, 4, 2 ], Vector3Zero(), BLUE)
|
||||
|
||||
lightSystem = LightSystem([ 0.2, 0.2, 0.2, 1.0 ], lights0, lights1, lights2, lights3)
|
||||
fogD = rl.GetShaderLocation(lightSystem.shader, b'FogDensity')
|
||||
fogDensity = 0.0
|
||||
|
||||
#// All models use the same shader
|
||||
#// All models use the same shader - which lights them
|
||||
modelA.materials[0].shader = lightSystem.shader
|
||||
modelB.materials[0].shader = lightSystem.shader
|
||||
modelC.materials[0].shader = lightSystem.shader
|
||||
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL) #// Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60) # // Set our game to run at 60 frames-per-second
|
||||
rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second
|
||||
#//--------------------------------------------------------------------------------------
|
||||
|
||||
#// Main game loop
|
||||
while not WindowShouldClose(): #// Detect window close button or ESC key
|
||||
while not rl.WindowShouldClose(): #// Detect window close button or ESC key
|
||||
#// Update
|
||||
#//----------------------------------------------------------------------------------
|
||||
if IsKeyPressed(KEY_W): lights0.enabled = not lights0.enabled
|
||||
if IsKeyPressed(KEY_R): lights1.enabled = not lights1.enabled
|
||||
if IsKeyPressed(KEY_G): lights2.enabled = not lights2.enabled
|
||||
if IsKeyPressed(KEY_B): lights3.enabled = not lights3.enabled
|
||||
if rl.IsKeyPressed(rl.KEY_W): lights0.enabled = not lights0.enabled
|
||||
if rl.IsKeyPressed(rl.KEY_R): lights1.enabled = not lights1.enabled
|
||||
if rl.IsKeyPressed(rl.KEY_G): lights2.enabled = not lights2.enabled
|
||||
if rl.IsKeyPressed(rl.KEY_B): lights3.enabled = not lights3.enabled
|
||||
|
||||
UpdateCamera(cameraPtr); #// Update camera
|
||||
rl.UpdateCamera(camera) #// Update camera
|
||||
|
||||
#// Make the lights do differing orbits
|
||||
angle -= 0.02
|
||||
|
@ -292,54 +116,49 @@ while not WindowShouldClose(): #// Detect window close button or ESC
|
|||
|
||||
lightSystem.update(camera.position)
|
||||
|
||||
|
||||
|
||||
#// Rotate the torus
|
||||
|
||||
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025))[0]
|
||||
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012))[0]
|
||||
|
||||
|
||||
|
||||
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
#// Draw
|
||||
#//----------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
rl.BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
rl.ClearBackground(RAYWHITE)
|
||||
|
||||
BeginMode3D(camera)
|
||||
rl.BeginMode3D(camera[0])
|
||||
|
||||
#// Draw the three models
|
||||
DrawModel(modelA, [0,0,0], 1.0, WHITE)
|
||||
DrawModel(modelB, [-1.6,0,0], 1.0, WHITE)
|
||||
DrawModel(modelC, [ 1.6,0,0], 1.0, WHITE)
|
||||
rl.DrawModel(modelA, [0,0,0], 1.0, WHITE)
|
||||
rl.DrawModel(modelB, [-1.6,0,0], 1.0, WHITE)
|
||||
rl.DrawModel(modelC, [ 1.6,0,0], 1.0, WHITE)
|
||||
|
||||
#// Draw markers to show where the lights are
|
||||
lightSystem.draw()
|
||||
|
||||
|
||||
DrawGrid(10, 1.0)
|
||||
rl.DrawGrid(10, 1.0)
|
||||
|
||||
EndMode3D()
|
||||
rl.EndMode3D()
|
||||
|
||||
DrawFPS(10, 10)
|
||||
rl.DrawFPS(10, 10)
|
||||
|
||||
DrawText(b"Keys RGB & W toggle lights", 10, 30, 20, DARKGRAY)
|
||||
rl.DrawText(b"Keys RGB & W toggle lights", 10, 30, 20, DARKGRAY)
|
||||
|
||||
EndDrawing()
|
||||
rl.EndDrawing()
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
#// De-Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
UnloadModel(modelA) # // Unload the modelA
|
||||
UnloadModel(modelB) # // Unload the modelB
|
||||
UnloadModel(modelC) # // Unload the modelC
|
||||
rl.UnloadModel(modelA) # // Unload the modelA
|
||||
rl.UnloadModel(modelB) # // Unload the modelB
|
||||
rl.UnloadModel(modelC) # // Unload the modelC
|
||||
|
||||
UnloadTexture(texture) #// Unload the texture
|
||||
UnloadShader(shader) #// Unload shader
|
||||
rl.UnloadTexture(texture) #// Unload the texture
|
||||
|
||||
CloseWindow(); #// Close window and OpenGL context
|
||||
rl.UnloadShader(lightSystem.shader)
|
||||
|
||||
rl.CloseWindow() #// Close window and OpenGL context
|
||||
|
|
99
examples/shaders/shaders_custom_uniform.py
Executable file
99
examples/shaders/shaders_custom_uniform.py
Executable file
|
@ -0,0 +1,99 @@
|
|||
#!/usr/bin/env python3
|
||||
|
||||
|
||||
from raylib.dynamic import raylib as rl, ffi
|
||||
from raylib.colors import *
|
||||
import math
|
||||
|
||||
# a few functions ported from raymath
|
||||
from rlmath import *
|
||||
|
||||
|
||||
#// Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
screenWidth = 800;
|
||||
screenHeight = 450;
|
||||
|
||||
rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT| rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting")
|
||||
|
||||
camera = ffi.new('struct Camera3D *', [
|
||||
[2, 12, 6],
|
||||
[0, .5, 0],
|
||||
[0, 1, 0],
|
||||
45,
|
||||
rl.CAMERA_PERSPECTIVE
|
||||
])
|
||||
|
||||
model = rl.LoadModel(b"resources/models/barracks.obj") # // Load OBJ model
|
||||
texture = rl.LoadTexture(b"resources/models/barracks_diffuse.png") # // Load model texture (diffuse map)
|
||||
|
||||
#// Assign texture to default model material
|
||||
model.materials[0].maps[rl.MAP_DIFFUSE].texture = texture
|
||||
#// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
shader = rl.LoadShader(b"", b"resources/shaders/glsl330/swirl.fs")
|
||||
swirlCenterLoc = rl.GetShaderLocation(shader, b"center")
|
||||
angle = 6.282;
|
||||
|
||||
|
||||
|
||||
swirl = ffi.new("struct Vector2 *", [0,0])
|
||||
|
||||
target = rl.LoadRenderTexture(screenWidth, screenHeight)
|
||||
|
||||
rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second
|
||||
#//--------------------------------------------------------------------------------------
|
||||
|
||||
#// Main game loop
|
||||
while not rl.WindowShouldClose(): #// Detect window close button or ESC key
|
||||
#// Update
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
angle -= 0.002
|
||||
camera.position.x = math.sin(angle) * 30.0
|
||||
camera.position.z = math.cos(angle) * 30.0
|
||||
rl.UpdateCamera(camera) #// Update camera
|
||||
|
||||
swirl.x = rl.GetMouseX()
|
||||
swirl.y = screenHeight - rl.GetMouseY()
|
||||
rl.SetShaderValue(shader, swirlCenterLoc, swirl, rl.UNIFORM_VEC2);
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
#// Draw
|
||||
#//----------------------------------------------------------------------------------
|
||||
rl.BeginDrawing()
|
||||
|
||||
|
||||
rl.BeginTextureMode(target)
|
||||
rl.ClearBackground(RAYWHITE)
|
||||
rl.BeginMode3D(camera[0])
|
||||
|
||||
#// Draw the three models
|
||||
rl.DrawModel(model, [0,0,0], 1.0, WHITE)
|
||||
|
||||
rl.DrawGrid(10, 1.0)
|
||||
|
||||
rl.EndTextureMode()
|
||||
rl.EndMode3D()
|
||||
|
||||
rl.BeginShaderMode(shader)
|
||||
#// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
rl.DrawTextureRec(target.texture, [ 0, 0, target.texture.width,-target.texture.height], [0.0], WHITE)
|
||||
rl.EndShaderMode()
|
||||
#// Draw some 2d text over drawn texture
|
||||
rl.DrawText(b"(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
|
||||
|
||||
|
||||
rl.DrawFPS(10, 10)
|
||||
|
||||
rl.EndDrawing()
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
#// De-Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
rl.UnloadModel(model) # // Unload the model
|
||||
|
||||
rl.UnloadTexture(texture) #// Unload the texture
|
||||
|
||||
rl.CloseWindow() #// Close window and OpenGL context
|
106
examples/shaders/shaders_fog.py
Executable file
106
examples/shaders/shaders_fog.py
Executable 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()
|
||||
|
75
examples/shaders/shaders_texture_drawing.py
Normal file
75
examples/shaders/shaders_texture_drawing.py
Normal file
|
@ -0,0 +1,75 @@
|
|||
#!/usr/bin/env python3
|
||||
|
||||
|
||||
from raylib.dynamic import raylib as rl, ffi
|
||||
from raylib.colors import *
|
||||
|
||||
|
||||
# a few functions ported from raymath
|
||||
from rlmath import *
|
||||
|
||||
|
||||
#// Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
screenWidth = 800;
|
||||
screenHeight = 450;
|
||||
|
||||
rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT| rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting")
|
||||
|
||||
camera = ffi.new('struct Camera3D *', [
|
||||
[2, 12, 6],
|
||||
[0, .5, 0],
|
||||
[0, 1, 0],
|
||||
45,
|
||||
rl.CAMERA_PERSPECTIVE
|
||||
])
|
||||
|
||||
imBlank = rl.GenImageColor(1024, 1024, BLANK)
|
||||
texture = rl.LoadTextureFromImage(imBlank) #// Load blank texture to fill on shader
|
||||
rl.UnloadImage(imBlank);
|
||||
|
||||
#// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
|
||||
shader = rl.LoadShader(b"", b"resources/shaders/glsl330/cubes_panning.fs");
|
||||
|
||||
time = ffi.new("float *", 0.0)
|
||||
timeLoc = rl.GetShaderLocation(shader, b"uTime");
|
||||
rl.SetShaderValue(shader, timeLoc, time, rl.UNIFORM_FLOAT);
|
||||
|
||||
|
||||
rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second
|
||||
#//--------------------------------------------------------------------------------------
|
||||
|
||||
#// Main game loop
|
||||
while not rl.WindowShouldClose(): #// Detect window close button or ESC key
|
||||
#// Update
|
||||
#//----------------------------------------------------------------------------------
|
||||
time[0] = rl.GetTime();
|
||||
rl.SetShaderValue(shader, timeLoc, time, rl.UNIFORM_FLOAT);
|
||||
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
#// Draw
|
||||
#//----------------------------------------------------------------------------------
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(RAYWHITE)
|
||||
|
||||
rl.BeginShaderMode(shader) #// Enable our custom shader for next shapes/textures drawings
|
||||
rl.DrawTexture(texture, 0, 0, WHITE) #// Drawing BLANK texture, all magic happens on shader
|
||||
rl.EndShaderMode() #// Disable our custom shader, return to default shader
|
||||
|
||||
rl.DrawText(b"BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON);
|
||||
|
||||
|
||||
rl.EndDrawing()
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
#// De-Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
rl.UnloadTexture(texture) #// Unload the texture
|
||||
|
||||
rl.CloseWindow() #// Close window and OpenGL context
|
90
examples/shaders/shaders_texture_waves.py
Executable file
90
examples/shaders/shaders_texture_waves.py
Executable file
|
@ -0,0 +1,90 @@
|
|||
#!/usr/bin/env python3
|
||||
|
||||
from raylib.static import rl, ffi
|
||||
from raylib.colors import *
|
||||
import math
|
||||
|
||||
# a few functions ported from raymath
|
||||
from rlmath import *
|
||||
|
||||
from ctypes import byref
|
||||
|
||||
#// Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
screenWidth = 800;
|
||||
screenHeight = 450;
|
||||
|
||||
rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT| rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders]")
|
||||
|
||||
camera = ffi.new('struct Camera3D *', [
|
||||
[2, 12, 6],
|
||||
[0, .5, 0],
|
||||
[0, 1, 0],
|
||||
45,
|
||||
rl.CAMERA_PERSPECTIVE
|
||||
])
|
||||
|
||||
texture = rl.LoadTexture(b"resources/space.png")
|
||||
|
||||
shader = rl.LoadShader(b"", b"resources/shaders/glsl330/wave.fs")
|
||||
secondsLoc = rl.GetShaderLocation(shader, b"secondes")
|
||||
freqXLoc = rl.GetShaderLocation(shader, b"freqX")
|
||||
freqYLoc = rl.GetShaderLocation(shader, b"freqY")
|
||||
ampXLoc = rl.GetShaderLocation(shader, b"ampX")
|
||||
ampYLoc = rl.GetShaderLocation(shader, b"ampY")
|
||||
speedXLoc = rl.GetShaderLocation(shader, b"speedX")
|
||||
speedYLoc = rl.GetShaderLocation(shader, b"speedY")
|
||||
|
||||
freqX = ffi.new("float *", 25.0)
|
||||
freqY = ffi.new("float *", 25.0)
|
||||
ampX = ffi.new("float *", 5.0)
|
||||
ampY = ffi.new("float *", 5.0)
|
||||
speedX = ffi.new("float *", 8.0)
|
||||
speedY = ffi.new("float *", 8.0)
|
||||
|
||||
screenSize = ffi.new("struct Vector2 *",[ rl.GetScreenWidth(), rl.GetScreenHeight() ])
|
||||
rl.SetShaderValue(shader, rl.GetShaderLocation(shader, b"size"), screenSize, rl.UNIFORM_VEC2)
|
||||
|
||||
rl.SetShaderValue(shader, freqXLoc, freqX, rl.UNIFORM_FLOAT)
|
||||
rl.SetShaderValue(shader, freqYLoc, freqY, rl.UNIFORM_FLOAT)
|
||||
rl.SetShaderValue(shader, ampXLoc, ampX, rl.UNIFORM_FLOAT)
|
||||
rl.SetShaderValue(shader, ampYLoc, ampY, rl.UNIFORM_FLOAT)
|
||||
rl.SetShaderValue(shader, speedXLoc, speedX, rl.UNIFORM_FLOAT)
|
||||
rl.SetShaderValue(shader, speedYLoc, speedY, rl.UNIFORM_FLOAT)
|
||||
|
||||
seconds = ffi.new("float *", 0.0)
|
||||
|
||||
rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second
|
||||
#//--------------------------------------------------------------------------------------
|
||||
|
||||
#// Main game loop
|
||||
while not rl.WindowShouldClose(): #// Detect window close button or ESC key
|
||||
#// Update
|
||||
#//----------------------------------------------------------------------------------
|
||||
seconds[0] += rl.GetFrameTime()
|
||||
rl.SetShaderValue(shader, secondsLoc, seconds, rl.UNIFORM_FLOAT)
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
#// Draw
|
||||
#//----------------------------------------------------------------------------------
|
||||
rl.BeginDrawing()
|
||||
|
||||
|
||||
rl.ClearBackground(RAYWHITE)
|
||||
rl.BeginShaderMode(shader);
|
||||
|
||||
rl.DrawTexture(texture, 0, 0, WHITE);
|
||||
rl.DrawTexture(texture, texture.width, 0, WHITE);
|
||||
|
||||
rl.EndShaderMode();
|
||||
|
||||
rl.EndDrawing()
|
||||
#//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
#// De-Initialization
|
||||
#//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
rl.CloseWindow() #// Close window and OpenGL context
|
Reference in a new issue