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