#!/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 """ # #<<<<<<< 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 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) # #<<<<<<< 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 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 = 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) 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]) #<<<<<<< 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) 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()