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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shaders/shaders_fog.c
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+/*******************************************************************************************
+*
+* raylib [shaders] example - fog
+*
+* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
+* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*
+* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
+*
+* Example originally created with raylib 2.5, last time updated with raylib 3.7
+*
+* Example contributed by Chris Camacho (@chriscamacho) 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) 2019-2024 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#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;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog");
+
+ // Define the camera to look into our 3d world
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
+
+ // Load models and texture
+ Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
+ Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
+ Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));
+ Texture texture = LoadTexture("resources/texel_checker.png");
+
+ // Assign texture to default model material
+ modelA.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
+ modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
+ modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
+
+ // Load shader and set up some uniforms
+ Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION),
+ TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
+ shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
+ shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
+
+ // Ambient light level
+ int ambientLoc = GetShaderLocation(shader, "ambient");
+ SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
+
+ float fogDensity = 0.15f;
+ int fogDensityLoc = GetShaderLocation(shader, "fogDensity");
+ SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
+
+ // NOTE: All models share the same shader
+ modelA.materials[0].shader = shader;
+ modelB.materials[0].shader = shader;
+ modelC.materials[0].shader = shader;
+
+ // Using just 1 point lights
+ CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader);
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera, CAMERA_ORBITAL);
+
+ if (IsKeyDown(KEY_UP))
+ {
+ fogDensity += 0.001f;
+ if (fogDensity > 1.0f) fogDensity = 1.0f;
+ }
+
+ if (IsKeyDown(KEY_DOWN))
+ {
+ fogDensity -= 0.001f;
+ if (fogDensity < 0.0f) fogDensity = 0.0f;
+ }
+
+ SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
+
+ // Rotate the torus
+ modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f));
+ modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f));
+
+ // Update the light shader with the camera view position
+ SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], &camera.position.x, SHADER_UNIFORM_VEC3);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(GRAY);
+
+ BeginMode3D(camera);
+
+ // Draw the three models
+ DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
+ DrawModel(modelB, (Vector3){ -2.6f, 0, 0 }, 1.0f, WHITE);
+ DrawModel(modelC, (Vector3){ 2.6f, 0, 0 }, 1.0f, WHITE);
+
+ for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ (float)i, 0, 2 }, 1.0f, WHITE);
+
+ EndMode3D();
+
+ DrawText(TextFormat("Use KEY_UP/KEY_DOWN to change fog density [%.2f]", fogDensity), 10, 10, 20, RAYWHITE);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadModel(modelA); // Unload the model A
+ UnloadModel(modelB); // Unload the model B
+ UnloadModel(modelC); // Unload the model C
+ UnloadTexture(texture); // Unload the texture
+ UnloadShader(shader); // Unload shader
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}