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+/*******************************************************************************************
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+*
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+* raylib [shaders] example - Vertex displacement
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+*
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+* Example originally created with raylib 5.0, last time updated with raylib 4.5
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+*
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+* Example contributed by <Alex ZH> (@ZzzhHe) and reviewed by Ramon Santamaria (@raysan5)
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+*
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+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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+* BSD-like license that allows static linking with closed source software
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+*
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+* Copyright (c) 2023 <Alex ZH> (@ZzzhHe)
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+*
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+********************************************************************************************/
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+
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+#include "raylib.h"
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+#include "raymath.h"
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+#include "rlgl.h"
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+
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+#include <printf.h>
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+
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+#define RLIGHTS_IMPLEMENTATION
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+#include "rlights.h"
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+
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+#if defined(PLATFORM_DESKTOP)
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+ #define GLSL_VERSION 330
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+#else // PLATFORM_ANDROID, PLATFORM_WEB
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+ #define GLSL_VERSION 100
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+#endif
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+
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+//------------------------------------------------------------------------------------
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+// Program main entry point
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+//------------------------------------------------------------------------------------
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+int main(void)
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+{
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+ // Initialization
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+ //--------------------------------------------------------------------------------------
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+ const int screenWidth = 800;
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+ const int screenHeight = 450;
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+
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+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
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+
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+ // set up camera
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+ Camera camera = {0};
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+ camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
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+ camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
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+ camera.up = (Vector3) {0.0f, 1.0f, 0.0f};
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+ camera.fovy = 60.0f;
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+ camera.projection = CAMERA_PERSPECTIVE;
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+
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+ // Load vertex and fragment shaders
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+ Shader shader = LoadShader(
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+ TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
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+ TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION)
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+ );
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+
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+ // Load perlin noise texture
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+ Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
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+ Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
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+ UnloadImage(perlinNoiseImage);
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+
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+ // Set shader uniform location
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+ int perlinNoiseMapLoc = GetShaderLocation(shader, "perlinNoiseMap");
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+ rlEnableShader(shader.id);
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+ rlActiveTextureSlot(1);
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+ rlEnableTexture(perlinNoiseMap.id);
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+ rlSetUniformSampler(perlinNoiseMapLoc, 1);
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+
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+ // Create a plane mesh and model
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+ Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
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+ Model planeModel = LoadModelFromMesh(planeMesh);
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+ // Set plane model material
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+ planeModel.materials[0].shader = shader;
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+
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+ float time = 0.0f;
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+
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+ SetTargetFPS(60);
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+ //--------------------------------------------------------------------------------------
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+
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+ // Main game loop
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+ while (!WindowShouldClose()) // Detect window close button or ESC key
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+ {
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+ // Update
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+ //----------------------------------------------------------------------------------
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+ UpdateCamera(&camera, CAMERA_FREE); // Update camera
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+
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+ time += GetFrameTime(); // Update time variable
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+ SetShaderValue(shader, GetShaderLocation(shader, "time"), &time, SHADER_UNIFORM_FLOAT); // Send time value to shader
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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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+
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+ ClearBackground(RAYWHITE);
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+
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+ BeginMode3D(camera);
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+
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+ BeginShaderMode(shader);
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+ // Draw plane model
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+ DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {255, 255, 255, 255});
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+ EndShaderMode();
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+
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+ EndMode3D();
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+
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+ DrawText("Vertex displacement", 10, 10, 20, DARKGRAY);
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+ DrawFPS(10, 40);
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+
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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+ }
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+
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+ // De-Initialization
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+ //--------------------------------------------------------------------------------------
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+
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+ UnloadShader(shader);
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+ UnloadModel(planeModel);
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+
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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