init, disco

This commit is contained in:
nefrace 2025-05-12 00:56:47 +03:00
commit 5113f7ae93
6 changed files with 291 additions and 0 deletions

2
.gitignore vendored Normal file
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flashtest

67
fshader.glsl Normal file
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#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
in vec2 fragTexCoord;
in vec4 fragColor;
in vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
#define MAX_LIGHTS 12
struct Light {
int enabled;
vec3 position;
vec4 color;
};
uniform Light lights[MAX_LIGHTS];
uniform vec4 ambient;
void main()
{
vec4 texelColor = texture(texture0, fragTexCoord);
if (texelColor.a == 0.0) discard;
if (fragColor.b < 1.0) {
finalColor = vec4(1.0, 1.0, 1.0, 1.0);
} else {
vec3 lightDot = vec3(0.0);
vec4 tint = colDiffuse * fragColor;
vec3 normal = normalize(fragNormal);
float lightpower = 0.0;
// finalColor.rgb = vec3(0.0);
for (int i = 0; i < MAX_LIGHTS; i++) {
if (lights[i].enabled == 1) {
// finalColor.r += 0.05;
vec3 light = vec3(0.0);
light = normalize(lights[i].position - fragPosition);
float dist = distance(lights[i].position, fragPosition);
float near = smoothstep(5.0, 2.0, dist);
float far = smoothstep(30.0, 1.0, dist) / 3.0;
float power = near + far * far * far;
lightpower += power;
float NdotL = max(dot(normal, light), 0.0);
// lightDot += lights[i].color.rgb * light * NdotL;
// lightDot += lights[i].color.rgb * power * NdotL;
lightDot += lights[i].color.rgb * power;
}
}
finalColor.rgb = (texelColor.rgb * lightDot);
// finalColor.rgb = normal;
// finalColor = (texelColor * vec4(lightDot, 1.0));
// finalColor = pow(finalColor, vec4(1.0/2.2));
// finalColor.rgb = fragPosition;
}
}

165
main.odin Normal file
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package main
import "core:log"
import "core:math"
import "core:math/linalg"
import "core:math/rand"
import rl "vendor:raylib"
Buddy :: struct {
pos: [3]f32,
gothit: bool,
hit_timer: f32,
}
Light :: struct {
enabled: i32,
position: [3]f32,
color: [4]f32,
enabledLoc: i32,
positionLoc: i32,
colorLoc: i32,
}
MAX_LIGHTS :: 12
lights := [MAX_LIGHTS]Light{}
main :: proc() {
rl.InitWindow(900, 600, "flash")
checker := rl.GenImageChecked(128, 128, 32, 32, {128, 128, 128, 255}, {150, 150, 150, 255})
defer rl.UnloadImage(checker)
checktex := rl.LoadTextureFromImage(checker)
defer rl.UnloadTexture(checktex)
checkmtl := rl.LoadMaterialDefault()
rl.SetMaterialTexture(&checkmtl, .ALBEDO, checktex)
checkplane := rl.GenMeshPlane(30, 30, 1, 1)
rl.GenMeshTangents(&checkplane)
w, h := rl.GetScreenWidth(), rl.GetScreenHeight()
target := rl.LoadRenderTexture(w / 2, h / 2)
texture := rl.LoadTexture("./playerBlue_walk4.png")
defer rl.UnloadTexture(texture)
buddies := [dynamic]Buddy{}
defer delete(buddies)
for i := 0; i < 1000; i += 1 {
buddy := Buddy {
pos = {rand.float32_range(-10, 10), 1, rand.float32_range(-10, 10)},
gothit = false,
hit_timer = rand.float32_range(1, 15),
}
append(&buddies, buddy)
}
shader := rl.LoadShaderFromMemory(vshader, fshader)
posterizer := rl.LoadShaderFromMemory(nil, postprocess)
checkmtl.shader = shader
for &light, i in lights {
light.enabled = 1
color := rl.ColorFromHSV(f32(i) / f32(MAX_LIGHTS) * 360, 1, 1)
light.color = [4]f32 {
f32(color.r) / 255,
f32(color.g) / 255,
f32(color.b) / 255,
f32(color.a) / 255,
}
light.position = {rand.float32_range(-20, 20), 3, rand.float32_range(-20, 20)}
light.enabledLoc = rl.GetShaderLocation(shader, rl.TextFormat("lights[%i].enabled", i))
light.positionLoc = rl.GetShaderLocation(shader, rl.TextFormat("lights[%i].position", i))
light.colorLoc = rl.GetShaderLocation(shader, rl.TextFormat("lights[%i].color", i))
rl.SetShaderValue(shader, light.enabledLoc, &(light.enabled), .INT)
rl.SetShaderValue(shader, light.positionLoc, &(light.position), .VEC3)
rl.SetShaderValue(shader, light.colorLoc, &(light.color), .VEC4)
}
cam := rl.Camera3D {
position = {20, 20, 20},
target = {0, 0, 0},
up = {0, 1, 0},
fovy = 25,
projection = .PERSPECTIVE,
}
log.info("Buddies: ", len(buddies))
rotation: f32 = 0.0
for !rl.WindowShouldClose() {
delta := rl.GetFrameTime()
rotation += delta
rl.BeginTextureMode(target)
rl.ClearBackground(rl.BLACK)
rl.BeginMode3D(cam)
// rl.DrawPlane({0, 0, 0}, {30, 30}, rl.WHITE)
for &light, i in lights {
color: [4]u8 = {
u8(light.color.r * 255),
u8(light.color.g * 255),
u8(light.color.b * 255),
u8(light.color.a * 255),
}
light.position.xz = [2]f32 {
math.cos_f32(rotation + (f32(i) / f32(MAX_LIGHTS)) * math.PI * 2) * 8,
math.sin_f32(rotation + (f32(i) / f32(MAX_LIGHTS)) * math.PI * 2) * 8,
}
rl.SetShaderValue(shader, light.positionLoc, &(light.position), .VEC3)
rl.DrawSphere(light.position, 1, transmute(rl.Color)color)
}
rl.BeginShaderMode(shader)
rl.DrawMesh(checkplane, checkmtl, rl.Matrix(1))
// rl.DrawPlane({}, 100, rl.GREEN)
for &buddy in buddies {
buddy.hit_timer -= delta
if buddy.hit_timer < 0.2 {
buddy.gothit = true
if buddy.hit_timer < 0 {
buddy.gothit = false
buddy.hit_timer = rand.float32_range(1, 5)
}
}
color := rl.WHITE
if buddy.gothit do color = rl.RED
rl.DrawBillboard(cam, texture, buddy.pos, 1, color)
}
// for &buddy in buddies {
// color := rl.WHITE
// if buddy.gothit do color = rl.RED
// rl.DrawCubeV(buddy.pos, {0.3, 0.5, 0.3}, color)
// }
rl.EndShaderMode()
rl.EndMode3D()
rl.EndTextureMode()
rl.BeginDrawing()
// rl.BeginShaderMode(posterizer)
rl.DrawTexturePro(
target.texture,
rl.Rectangle{0, f32(h / 2), f32(w / 2), -f32(h / 2)},
{0, 0, f32(w), f32(h)},
{},
0,
rl.WHITE,
)
// rl.EndShaderMode()
rl.EndDrawing()
}
}
vshader: cstring = #load("./vshader.glsl", cstring)
fshader: cstring = #load("./fshader.glsl", cstring)
postprocess: cstring = #load("./postprocess.glsl", cstring)

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playerBlue_walk4.png Normal file

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postprocess.glsl Normal file
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#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
in vec2 fragTexCoord;
in vec4 fragColor;
in vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
#define POSTERIZE 5.0
out vec4 finalColor;
void main() {
vec4 texelColor = texture(texture0, fragTexCoord);
finalColor.a = 1.0;
finalColor.rgb = floor(texelColor.rgb * POSTERIZE) / POSTERIZE;
}

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vshader.glsl Normal file
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#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;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
// NOTE: Add your custom variables here
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
// fragPosition = vertexPosition;
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}