separate tests, sponza

This commit is contained in:
nefrace 2025-05-14 15:31:23 +03:00
parent 3800daafab
commit e5cbc4ca5f
8 changed files with 128866 additions and 7 deletions

1
.gitignore vendored
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@ -1,2 +1,3 @@
flashtest
*.bin

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@ -1,3 +1,7 @@
[keys.normal." "."o"] # test2
r = ":run-shell-command odin run ."
d = ":run-shell-command odin run . -debug"
# [keys.normal." "."o"] # test2
# r = ":run-shell-command odin run ."
# d = ":run-shell-command odin run . -debug"
[keys.normal." ".o]
b = ":sh odin run buddies"
h = ":sh odin run house"

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assets/models/sponza.glb Normal file

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128621
assets/models/sponza.obj Normal file

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@ -54,7 +54,7 @@ void main()
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 * lights[i].power;
lightDot += lights[i].color.rgb * power * lights[i].power * NdotL;
}
}

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buddies/buddies Executable file

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@ -47,6 +47,7 @@ main :: proc() {
checkplane := rl.GenMeshPlane(30, 30, 1, 1)
rl.GenMeshTangents(&checkplane)
w, h := rl.GetScreenWidth(), rl.GetScreenHeight()
pixelize: i32 = 2
target := rl.LoadRenderTexture(w / pixelize, h / pixelize)
@ -150,9 +151,11 @@ main :: proc() {
}
rl.SetShaderValue(shader, light.positionLoc, &(light.position), .VEC3)
rl.DrawSphere(light.position, 1, transmute(rl.Color)color)
// rl.DrawModel(sponza, {}, 1, rl.WHITE)
}
rl.BeginShaderMode(shader)
rl.DrawMesh(checkplane, checkmtl, rl.Matrix(1))
// rl.DrawPlane({}, 100, rl.GREEN)
for &buddy in buddies {
buddy.hit_timer -= delta
@ -167,6 +170,7 @@ main :: proc() {
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
@ -194,7 +198,7 @@ main :: proc() {
}
vshader: cstring = #load("assets/shaders/vshader.glsl", cstring)
fshader: cstring = #load("assets/shaders/fshader.glsl", cstring)
postprocess: cstring = #load("assets/shaders/postprocess.glsl", cstring)
vshader: cstring = #load("../assets/shaders/vshader.glsl", cstring)
fshader: cstring = #load("../assets/shaders/fshader.glsl", cstring)
postprocess: cstring = #load("../assets/shaders/postprocess.glsl", cstring)

229
house/main.odin Normal file
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@ -0,0 +1,229 @@
package main
import "core:fmt"
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,
distanceNear: f32,
distanceFar: f32,
power: f32,
position: [3]f32,
color: [4]f32,
enabledLoc: i32,
distanceNearLoc: i32,
distanceFarLoc: i32,
powerLoc: i32,
positionLoc: i32,
colorLoc: i32,
}
MAX_LIGHTS :: 4
lights := [MAX_LIGHTS]Light{}
main :: proc() {
rl.SetConfigFlags({.WINDOW_RESIZABLE, .MSAA_4X_HINT})
rl.InitWindow(900, 600, "flash")
rl.ToggleBorderlessWindowed()
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()
pixelize: i32 = 2
target := rl.LoadRenderTexture(w / pixelize, h / pixelize)
palette := rl.LoadTexture("assets/gfx/blood-crow-1x.png")
rl.SetTextureFilter(palette, .POINT)
texture := rl.LoadTexture("assets/gfx/buddy.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)
poster_palette := rl.GetShaderLocation(posterizer, "texture1")
checkmtl.shader = shader
for &light, i in lights {
light.enabled = 1
color := rl.ColorFromHSV(f32(i) / f32(MAX_LIGHTS) * 360, 0, 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.power = 0.8
light.distanceFar = 10
light.distanceNear = 0
light.enabledLoc = rl.GetShaderLocation(shader, rl.TextFormat("lights[%i].enabled", i))
light.distanceNearLoc = rl.GetShaderLocation(
shader,
rl.TextFormat("lights[%i].distanceNear", i),
)
light.distanceFarLoc = rl.GetShaderLocation(
shader,
rl.TextFormat("lights[%i].distanceFar", i),
)
light.powerLoc = rl.GetShaderLocation(shader, rl.TextFormat("lights[%i].power", 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.distanceNearLoc, &(light.distanceNear), .FLOAT)
rl.SetShaderValue(shader, light.distanceFarLoc, &(light.distanceFar), .FLOAT)
rl.SetShaderValue(shader, light.powerLoc, &(light.power), .FLOAT)
rl.SetShaderValue(shader, light.enabledLoc, &(light.enabled), .INT)
rl.SetShaderValue(shader, light.enabledLoc, &(light.enabled), .INT)
rl.SetShaderValue(shader, light.positionLoc, &(light.position), .VEC3)
rl.SetShaderValue(shader, light.colorLoc, &(light.color), .VEC4)
}
lights[0].power = 1.1
lights[0].distanceNear = 1
rl.SetShaderValue(shader, lights[0].distanceNearLoc, &(lights[0].distanceNear), .FLOAT)
rl.SetShaderValue(shader, lights[0].powerLoc, &(lights[0].power), .FLOAT)
sponza := rl.LoadModel("assets/models/sponza.glb")
for &material in sponza.materials[:sponza.materialCount] {
material.shader = shader
}
cam := rl.Camera3D {
position = {0, 1, 0},
target = {1, 1, 0},
up = {0, 1, 0},
fovy = 90,
projection = .PERSPECTIVE,
}
log.info("Buddies: ", len(buddies))
rotation: f32 = 0.0
rl.DisableCursor()
for !rl.WindowShouldClose() {
if rl.IsWindowResized() {
w, h = rl.GetScreenWidth(), rl.GetScreenHeight()
rl.UnloadRenderTexture(target)
target = rl.LoadRenderTexture(w / pixelize, h / pixelize)
}
rl.UpdateCamera(&cam, .FIRST_PERSON)
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[1:] {
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) * 5,
math.sin_f32(rotation + (f32(i) / f32(MAX_LIGHTS)) * math.PI * 2) * 5,
}
rl.SetShaderValue(shader, light.positionLoc, &(light.position), .VEC3)
rl.DrawSphere(light.position, 0.1, transmute(rl.Color)color)
}
lights[0].position = cam.position
rl.SetShaderValue(shader, lights[0].positionLoc, &(lights[0].position), .VEC3)
rl.DrawModel(sponza, {}, 1, rl.WHITE)
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.SetShaderValueTexture(posterizer, poster_palette, palette)
rl.DrawTexturePro(
target.texture,
rl.Rectangle{0, f32(h / pixelize), f32(w / pixelize), -f32(h / pixelize)},
{0, 0, f32(w), f32(h)},
{},
0,
rl.WHITE,
)
// rl.DrawTexturePro(
// target.depth,
// rl.Rectangle{0, f32(h / pixelize), f32(w / pixelize), -f32(h / pixelize)},
// {0, 0, f32(w), f32(h)},
// {},
// 0,
// rl.WHITE,
// )
rl.EndShaderMode()
// rl.DrawTexture(palette, 0, 0, rl.WHITE)
rl.EndDrawing()
}
}
vshader: cstring = #load("../assets/shaders/vshader.glsl", cstring)
fshader: cstring = #load("../assets/shaders/fshader.glsl", cstring)
postprocess: cstring = #load("../assets/shaders/postprocess.glsl", cstring)