shaders-vertex_displacement init
This commit is contained in:
parent
bbcb0109e1
commit
ee043f5c3e
|
|
@ -608,7 +608,8 @@ SHADERS = \
|
|||
shaders/shaders_texture_outline \
|
||||
shaders/shaders_texture_tiling \
|
||||
shaders/shaders_texture_waves \
|
||||
shaders/shaders_write_depth
|
||||
shaders/shaders_write_depth \
|
||||
shaders/shaders_vertex_displacement
|
||||
|
||||
AUDIO = \
|
||||
audio/audio_mixed_processor \
|
||||
|
|
|
|||
|
|
@ -476,7 +476,8 @@ SHADERS = \
|
|||
shaders/shaders_texture_outline \
|
||||
shaders/shaders_texture_tiling \
|
||||
shaders/shaders_texture_waves \
|
||||
shaders/shaders_write_depth
|
||||
shaders/shaders_write_depth \
|
||||
shaders/shaders_vertex_displacement \
|
||||
|
||||
AUDIO = \
|
||||
audio/audio_mixed_processor \
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
104
examples/shaders/shaders_vertex_displacement.c
Normal file
104
examples/shaders/shaders_vertex_displacement.c
Normal file
|
|
@ -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;
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user