|
| 1 | +""" |
| 2 | +Example converted to Python from: |
| 3 | +http://bedroomcoders.co.uk/raylib-fog/ |
| 4 | +""" |
| 5 | + |
| 6 | +from raylib.dynamic import raylib as rl, ffi |
| 7 | +from raylib.colors import * |
| 8 | + |
| 9 | +rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT | rl.FLAG_WINDOW_RESIZABLE) |
| 10 | +rl.InitWindow(1280, 768, b'Fog Test') |
| 11 | + |
| 12 | +camera = ffi.new('struct Camera3D *', [ |
| 13 | + [2, 2, 6], |
| 14 | + [0, 5, 0], |
| 15 | + [0, 1, 0], |
| 16 | + 45, |
| 17 | + rl.CAMERA_PERSPECTIVE |
| 18 | +]) |
| 19 | + |
| 20 | +model = rl.LoadModelFromMesh(rl.GenMeshTorus(0.4, 1, 16, 32)) |
| 21 | +model2 = rl.LoadModelFromMesh(rl.GenMeshCube(1, 1, 1)) |
| 22 | +model3 = rl.LoadModelFromMesh(rl.GenMeshSphere(0.5, 32, 32)) |
| 23 | + |
| 24 | +texture = rl.LoadTexture(b'resources/test.png') |
| 25 | + |
| 26 | +model.materials[0].maps[rl.MAP_DIFFUSE].texture = texture |
| 27 | +model2.materials[0].maps[rl.MAP_DIFFUSE].texture = texture |
| 28 | +model3.materials[0].maps[rl.MAP_DIFFUSE].texture = texture |
| 29 | + |
| 30 | +shader = rl.LoadShader(b'resources/shaders/fogLight.vs', b'resources/shaders/fogLight.fs') |
| 31 | +shader.locs[rl.LOC_MATRIX_MODEL] = rl.GetShaderLocation(shader, b'matModel') |
| 32 | +shader.locs[rl.LOC_VECTOR_VIEW] = rl.GetShaderLocation(shader, b'viewPos') |
| 33 | + |
| 34 | +amb = rl.GetShaderLocation(shader, b'ambient') |
| 35 | +rl.SetShaderValue(shader, amb, ffi.new('float[]', [0.2, 0.2, 0.2, 1.0]), rl.UNIFORM_VEC4) |
| 36 | + |
| 37 | +fog_color = [0.2, 0.2, 1.0, 1.0] |
| 38 | +fogC = rl.GetShaderLocation(shader, b'fogColor') |
| 39 | +rl.SetShaderValue(shader, fogC, ffi.new('float[]', fog_color), rl.UNIFORM_VEC4) |
| 40 | + |
| 41 | +fogD = rl.GetShaderLocation(shader, b'FogDensity') |
| 42 | +fogDensity = 0.12 |
| 43 | +rl.SetShaderValue(shader, fogD, ffi.new('float[]', [fogDensity]), rl.UNIFORM_FLOAT) |
| 44 | + |
| 45 | + |
| 46 | +model.materials[0].shader = shader |
| 47 | +model2.materials[0].shader = shader |
| 48 | +model3.materials[0].shader = shader |
| 49 | + |
| 50 | +rl.SetCameraMode(camera[0], rl.CAMERA_ORBITAL) |
| 51 | +rl.SetTargetFPS(60) |
| 52 | + |
| 53 | +while not rl.WindowShouldClose(): |
| 54 | + rl.UpdateCamera(camera) |
| 55 | + |
| 56 | + if rl.IsKeyDown(rl.KEY_UP): |
| 57 | + fogDensity = min(fogDensity + 0.001, 1) |
| 58 | + |
| 59 | + if rl.IsKeyDown(rl.KEY_DOWN): |
| 60 | + fogDensity = max(fogDensity - 0.001, 0) |
| 61 | + |
| 62 | + rl.SetShaderValue(shader, fogD, ffi.new('float[]', [fogDensity]), rl.UNIFORM_FLOAT) |
| 63 | + |
| 64 | + rl.SetShaderValue(shader, shader.locs[rl.LOC_VECTOR_VIEW], ffi.new('float[]', [camera.position.x]), rl.UNIFORM_VEC3) |
| 65 | + |
| 66 | + rl.BeginDrawing() |
| 67 | + |
| 68 | + rl.ClearBackground([int(255 * i) for i in fog_color]) |
| 69 | + |
| 70 | + rl.BeginMode3D(camera[0]) |
| 71 | + rl.DrawModel(model, [0] * 3, 1, WHITE) |
| 72 | + rl.DrawModel(model2, [-2.6, 0, 0], 1, WHITE) |
| 73 | + rl.DrawModel(model3, [ 2.6, 0, 0], 1, WHITE) |
| 74 | + |
| 75 | + for i in range(-20, 20, 2): |
| 76 | + rl.DrawModel(model, [i, 0, 2], 1, WHITE) |
| 77 | + |
| 78 | + |
| 79 | + rl.DrawGizmo([1000, 1000, 1000]) |
| 80 | + |
| 81 | + rl.EndMode3D() |
| 82 | + |
| 83 | + rl.DrawFPS(10, 10) |
| 84 | + rl.DrawText(f'Up/Down to change fog density: {fogDensity}'.encode('utf-8'), 10, 30, 20, WHITE) |
| 85 | + |
| 86 | + rl.EndDrawing() |
| 87 | + |
| 88 | + |
| 89 | +rl.CloseWindow() |
| 90 | +rl.UnloadModel(model) |
| 91 | +rl.UnloadModel(model2) |
| 92 | +rl.UnloadModel(model3) |
| 93 | +rl.UnloadTexture(texture) |
| 94 | +rl.UnloadShader(shader) |
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