Rust video game fly texture
![rust video game fly texture rust video game fly texture](http://img.cadnav.com/allimg/170120/cadnav-1F120163455-52.jpg)
#!/bin/bash # File: build.sh cd $(dirname $0 ) #.
#Rust video game fly texture code
Now that you’re a little more familiar with rendering water we’ll talk through the key pieces of the code that powers the water demo.Ī good way to learn is to first follow along as we talk through the major pieces of the code, then clone the source code, run it locallyĪnd play around with the code and see your changes in the browser. There are more advanced techniques that aid in simulating water with height and normals and waves such as distorting the actual quad Our normal map gives our water quad more varried surface normals, allowing for better specular light simulation. We use a corresponding normal map to make the water appear to not be flat and for our specular highlights. Our du/dv map encodes small x/y offsets that will be used to distort our water’s surface textures, simulating waves. These slight offsets comes from sampling a du/dv map, which is just a texture that encodes different x and y offsets. The way that the water appear to move comes from slightly altering the point on the refraction and reflection textures that we sample from every frame. If you disable the Use RefractionĪnd Use Reflection checkboxes in the demo you’ll see that in action. When rendering the water we blend the refraction and reflection textures onto the water quads surface. This is our reflection framebuffer.Īs you might guess from the name this is everything that could be reflected from the water’s surface and into the camera. You can see an illustration of this at the top right of the demo above. Next we take the camera’s y position, multiply it by -1 while ensuring that we’re still looking at the same point and then re-render Hence the name refraction buffer.Īt the top left of the interactive scene above you should see a rendering of the color texture that is attached to our refraction framebuffer. In the real world, light from under the water is refracted, or deflected as it passes from the water into the air and to your eye. The refraction framebuffer tells us everything that is under the water.
![rust video game fly texture rust video game fly texture](https://www.50gameslike.com/game_images/styled/t/tegrapost_apocalypse_survival/tegrapost_apocalypse_survival_0.jpg)
Is a buffer that contains all of the data that we need to render a frame. We first render the scene without the water and store this in a framebuffer that we call our refraction framebuffer. Use your mouse wheel to zoom in and out of the scene.
![rust video game fly texture rust video game fly texture](https://assets.reedpopcdn.com/setup_image.png)
Our basic water renderer boils down to combining a few textures and tweaking numbers until we like what we see.Ĭlick or touch and drag to move the camera. We’re using WebGL but the same concepts hold for OpenGL or any other graphics API. All of the core concepts behind rendering water hold true no matter what If you’ve never used Rust before don’t worry. Which language would you prefer that I use ?- C Francis Nwafili November 30, 2018 It's been a MINUTE (14 months) but I've freed up some time and I'm bringing back my step-by-step interactive WebGL tutorials !!įirst on the list is rendering water using reflection, refraction, du/dv maps and all that good good !! Our past WebGL tutorials have all used JavaScript, but this time around we’ll be using Rust.
#Rust video game fly texture full
The full source code for the demo can be found on GitHub. Implementation to serve as a jumping off point should you decide to dive into more complex water rendering techniques. In this tutorial we’ll discuss the ideas and concepts behind rendering water and then talk through some demo code.īy the end of this tutorial you should walk away with a good sense of how water is rendered as well as a reference