skybox.materials[0].shader = rl.LoadShader(b'resources/shaders/skybox.vs', b'resources/shaders/skybox.fs') rl.SetShaderValue( skybox.materials[0].shader, rl.GetShaderLocation(skybox.materials[0].shader, b"environmentMap"), ffi.new('int[]', [rl.MAP_CUBEMAP]), rl.UNIFORM_INT) shdrCubemap = rl.LoadShader(b'resources/shaders/cubemap.vs', b'resources/shaders/cubemap.fs') rl.SetShaderValue(shdrCubemap, rl.GetShaderLocation(shdrCubemap, b'equirectangularMap'), ffi.new('int[]', [0]), rl.UNIFORM_INT) texHDR = rl.LoadTexture(b'resources/dresden_square.hdr') skybox.materials[0].maps[rl.MAP_CUBEMAP].texture = rl.GenTextureCubemap( shdrCubemap, texHDR, 512, rl.UNCOMPRESSED_R32G32B32) rl.UnloadTexture(texHDR) rl.UnloadShader(shdrCubemap) rl.SetCameraMode(camera[0], rl.CAMERA_FIRST_PERSON) rl.SetTargetFPS(60) while not rl.WindowShouldClose(): rl.UpdateCamera(camera) rl.BeginDrawing() rl.ClearBackground(RAYWHITE)
if sys.platform == 'win32': import win32gui, win32con, pywintypes # Set window to always top without moving it win32gui.SetWindowPos( pywintypes.HANDLE(ffi.cast('int', rl.GetWindowHandle())), win32con.HWND_TOPMOST, 0, 0, 0, 0, win32con.SWP_NOSIZE | win32con.SWP_NOMOVE) #tint = glm.vec4(255, 255, 255, 255) When mouse over, brighten everything fade trans = 155 elapsed = CTM() frames = list(pathlib.Path('data').iterdir()) frames.sort(key=lambda img: int(img.stem)) frames = [rl.LoadTexture(str(i).encode()) for i in frames] frame_counter = 0 frame_time = CTM() frame_flip = True energy_ball = rl.LoadTexture(b'energy-ball.png') while not rl.WindowShouldClose(): frame_start_time = CTM() elapsed += 1 * rl.GetFrameTime() if elapsed > 1.0: elapsed = 0 mouse_pos = Vec2(rl.GetMousePosition())
""" from raylib.dynamic import raylib as rl, ffi from raylib.colors import * rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT | rl.FLAG_WINDOW_RESIZABLE) rl.InitWindow(1280, 768, b'Fog Test') camera = ffi.new('struct Camera3D *', [[2, 2, 6], [0, 5, 0], [0, 1, 0], 45, rl.CAMERA_PERSPECTIVE]) model = rl.LoadModelFromMesh(rl.GenMeshTorus(0.4, 1, 16, 32)) model2 = rl.LoadModelFromMesh(rl.GenMeshCube(1, 1, 1)) model3 = rl.LoadModelFromMesh(rl.GenMeshSphere(0.5, 32, 32)) texture = rl.LoadTexture(b'resources/test.png') model.materials[0].maps[rl.MAP_DIFFUSE].texture = texture model2.materials[0].maps[rl.MAP_DIFFUSE].texture = texture model3.materials[0].maps[rl.MAP_DIFFUSE].texture = texture shader = rl.LoadShader(b'resources/shaders/fogLight.vs', b'resources/shaders/fogLight.fs') shader.locs[rl.LOC_MATRIX_MODEL] = rl.GetShaderLocation(shader, b'matModel') shader.locs[rl.LOC_VECTOR_VIEW] = rl.GetShaderLocation(shader, b'viewPos') amb = rl.GetShaderLocation(shader, b'ambient') rl.SetShaderValue(shader, amb, ffi.new('float[]', [0.2, 0.2, 0.2, 1.0]), rl.UNIFORM_VEC4) fog_color = [0.2, 0.2, 1.0, 1.0]
#// Initialization #//-------------------------------------------------------------------------------------- screenWidth = 800 screenHeight = 450 rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT | rl.FLAG_WINDOW_RESIZABLE) # Enable Multi Sampling Anti Aliasing 4x (if available) rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting") camera = ffi.new( 'struct Camera3D *', [[2, 12, 6], [0, .5, 0], [0, 1, 0], 45, rl.CAMERA_PERSPECTIVE]) model = rl.LoadModel(b"resources/models/barracks.obj") # // Load OBJ model texture = rl.LoadTexture(b"resources/models/barracks_diffuse.png" ) # // Load model texture (diffuse map) #// Assign texture to default model material model.materials[0].maps[rl.MAP_DIFFUSE].texture = texture #// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader shader = rl.LoadShader(b"", b"resources/shaders/glsl330/swirl.fs") swirlCenterLoc = rl.GetShaderLocation(shader, b"center") angle = 6.282 swirl = ffi.new("struct Vector2 *", [0, 0]) target = rl.LoadRenderTexture(screenWidth, screenHeight) rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second #//--------------------------------------------------------------------------------------