shaders-vertex_displacement init

This commit is contained in:
ZhuohaoHe 2024-07-24 18:15:24 -04:00
parent bbcb0109e1
commit ee043f5c3e
4 changed files with 151 additions and 2 deletions

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@ -608,7 +608,8 @@ SHADERS = \
shaders/shaders_texture_outline \ shaders/shaders_texture_outline \
shaders/shaders_texture_tiling \ shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \ shaders/shaders_texture_waves \
shaders/shaders_write_depth shaders/shaders_write_depth \
shaders/shaders_vertex_displacement
AUDIO = \ AUDIO = \
audio/audio_mixed_processor \ audio/audio_mixed_processor \

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@ -476,7 +476,8 @@ SHADERS = \
shaders/shaders_texture_outline \ shaders/shaders_texture_outline \
shaders/shaders_texture_tiling \ shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \ shaders/shaders_texture_waves \
shaders/shaders_write_depth shaders/shaders_write_depth \
shaders/shaders_vertex_displacement \
AUDIO = \ AUDIO = \
audio/audio_mixed_processor \ audio/audio_mixed_processor \

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@ -0,0 +1,43 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
uniform float time;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
float perlinNoise(vec2 p);
void main()
{
float height = perlinNoise(vertexTexCoord + vec2(time, time) * 0.01);
vec3 displacedPosition = vertexPosition + vec3(0.0, height*2.0, 0.0);
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(displacedPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
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);
}

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@ -0,0 +1,104 @@
/*******************************************************************************************
*
* raylib [core] example - Basic window
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
* Example contributed by <user_name> (@<user_github>) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2023 <user_name> (@<user_github>)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
Camera camera = {0};
camera.position = (Vector3) {10.0f, 10.0f, 0.0f};
camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
camera.up = (Vector3) {0.0f, 1.0f, 0.0f};
camera.fovy = 60.0f;
camera.projection = CAMERA_PERSPECTIVE;
Mesh planeMesh = GenMeshPlane(30, 30, 30, 30);
Model planeModel = LoadModelFromMesh(planeMesh);
Shader shader = LoadShader(
TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)
);
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
int ambientLoc = GetShaderLocation(shader, "ambient");
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);
planeModel.materials[0].shader = shader;
float time = 0.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
UpdateCamera(&camera, CAMERA_FREE);
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
time += GetFrameTime();
SetShaderValue(shader, GetShaderLocation(shader, "time"), &time, SHADER_UNIFORM_FLOAT);
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {1, 34, 47, 255});
EndMode3D();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
UnloadModel(planeModel);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}