implement simulation of wave in ocean

This commit is contained in:
ZhuohaoHe 2024-07-26 18:46:07 -04:00
parent ee043f5c3e
commit 97b154960e
3 changed files with 55 additions and 20 deletions

View File

@ -0,0 +1,17 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in float height;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
void main()
{
vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0);
vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0);
finalColor = mix(darkblue, lightblue, height);
}

View File

@ -13,31 +13,30 @@ uniform mat4 matNormal;
uniform float time; uniform float time;
uniform sampler2D perlinNoiseMap;
// Output vertex attributes (to fragment shader) // Output vertex attributes (to fragment shader)
out vec3 fragPosition; out vec3 fragPosition;
out vec2 fragTexCoord; out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal; out vec3 fragNormal;
out float height;
float perlinNoise(vec2 p);
void main() void main()
{ {
float height = perlinNoise(vertexTexCoord + vec2(time, time) * 0.01); vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3) * 0.5 + 0.5;
vec3 displacedPosition = vertexPosition + vec3(0.0, height*2.0, 0.0);
// Fetch displacement from the displacement map and amplify it
float displacement = texture(perlinNoiseMap, animatedTexCoord).r * 7; // Amplified displacement
// Combine displacement and wave motion
vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
// Send vertex attributes to fragment shader // Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(displacedPosition, 1.0)); fragPosition = vec3(matModel*vec4(displacedPosition, 1.0));
fragTexCoord = vertexTexCoord; fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
height = displacedPosition.y * 0.2;
// Calculate final vertex position // Calculate final vertex position
gl_Position = mvp*vec4(displacedPosition , 1.0); gl_Position = mvp*vec4(displacedPosition , 1.0);
} }
float perlinNoise(vec2 p) {
// Implement or call your Perlin noise function here
// This is a placeholder function
return fract(sin(dot(p ,vec2(12.9898,78.233))) * 43758.5453);
}

View File

@ -15,6 +15,9 @@
#include "raylib.h" #include "raylib.h"
#include "raymath.h" #include "raymath.h"
#include "rlgl.h"
#include <printf.h>
#define RLIGHTS_IMPLEMENTATION #define RLIGHTS_IMPLEMENTATION
#include "rlights.h" #include "rlights.h"
@ -38,25 +41,34 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement"); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
Camera camera = {0}; Camera camera = {0};
camera.position = (Vector3) {10.0f, 10.0f, 0.0f}; camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
camera.target = (Vector3) {0.0f, 0.0f, 0.0f}; camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
camera.up = (Vector3) {0.0f, 1.0f, 0.0f}; camera.up = (Vector3) {0.0f, 1.0f, 0.0f};
camera.fovy = 60.0f; camera.fovy = 60.0f;
camera.projection = CAMERA_PERSPECTIVE; camera.projection = CAMERA_PERSPECTIVE;
Mesh planeMesh = GenMeshPlane(30, 30, 30, 30); Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
Model planeModel = LoadModelFromMesh(planeMesh); Model planeModel = LoadModelFromMesh(planeMesh);
Shader shader = LoadShader( Shader shader = LoadShader(
TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION) TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION)
); );
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
int ambientLoc = GetShaderLocation(shader, "ambient"); int ambientLoc = GetShaderLocation(shader, "ambient");
SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4); SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
Light light = CreateLight(LIGHT_DIRECTIONAL, (Vector3){-10.0f, 10.0f, 10.0f}, Vector3Zero(), WHITE, shader); Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
UnloadImage(perlinNoiseImage);
int perlinNoiseMapLoc = GetShaderLocation(shader, "perlinNoiseMap");
rlEnableShader(shader.id);
rlActiveTextureSlot(1);
rlEnableTexture(perlinNoiseMap.id);
rlSetUniformSampler(perlinNoiseMapLoc, 1);
planeModel.materials[0].shader = shader; planeModel.materials[0].shader = shader;
@ -84,9 +96,16 @@ int main(void)
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
BeginMode3D(camera); BeginMode3D(camera);
DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {1, 34, 47, 255});
BeginShaderMode(shader);
DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {255, 255, 255, 255});
EndShaderMode();
EndMode3D(); EndMode3D();
DrawText("Displacement mapping", 10, 10, 20, DARKGRAY);
DrawFPS(10, 40);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
} }