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@@ -39,9 +39,24 @@
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#define GLSL_VERSION 100
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#define GLSL_VERSION 100
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#endif
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#endif
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-#define MAXSPOT 2
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+
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+#define MAXSPOT 3 // NB must be the same as define in shader
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#define numStars 400
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#define numStars 400
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+
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+// Spot data
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+typedef struct {
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+ Vector2 pos;
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+ Vector2 vel;
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+ float inner;
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+ float radius;
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+
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+ // Shader locations
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+ unsigned int posLoc;
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+ unsigned int innerLoc;
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+ unsigned int radiusLoc;
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+} Spot;
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+
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// Stars in the star field have a position and velocity
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// Stars in the star field have a position and velocity
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typedef struct Star {
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typedef struct Star {
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Vector2 pos;
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Vector2 pos;
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@@ -59,6 +74,7 @@ int main(void)
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const int screenHeight = 450;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib - shader spotlight");
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InitWindow(screenWidth, screenHeight, "raylib - shader spotlight");
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+ HideCursor();
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Texture texRay = LoadTexture("resources/raysan.png");
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Texture texRay = LoadTexture("resources/raysan.png");
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@@ -74,20 +90,32 @@ int main(void)
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int frameCounter = 0;
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int frameCounter = 0;
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- unsigned int spotLoc[MAXSPOT]; // shader locations
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-
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- Vector2 spotPos[MAXSPOT]; // position and velocity
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- Vector2 spotVel[MAXSPOT];
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+
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// Use default vert shader
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// Use default vert shader
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Shader spotShader = LoadShader(0, FormatText("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
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Shader spotShader = LoadShader(0, FormatText("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
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// Get the locations of spots in the shader
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// Get the locations of spots in the shader
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- char spotName[32] = "spots[x]\0";
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+ Spot spots[MAXSPOT];
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+/*
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+ unsigned int posLoc;
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+ unsigned int innerLoc;
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+ unsigned int radiusLoc;
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+*/
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for (int i = 0; i < MAXSPOT; i++)
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for (int i = 0; i < MAXSPOT; i++)
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{
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{
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- spotName[6] = '0' + i;
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- spotLoc[i] = GetShaderLocation(spotShader, spotName);
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+ char posName[32] = "spots[x].pos\0";
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+ char innerName[32] = "spots[x].inner\0";
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+ char radiusName[32] = "spots[x].radius\0";
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+
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+ posName[6] = '0' + i;
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+ innerName[6] = '0' + i;
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+ radiusName[6] = '0' + i;
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+
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+ spots[i].posLoc = GetShaderLocation(spotShader, posName);
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+ spots[i].innerLoc = GetShaderLocation(spotShader, innerName);
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+ spots[i].radiusLoc = GetShaderLocation(spotShader, radiusName);
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+
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}
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}
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// tell the shader how wide the screen is so we can have
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// tell the shader how wide the screen is so we can have
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@@ -99,17 +127,26 @@ int main(void)
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}
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}
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// randomise the locations and velocities of the spotlights
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// randomise the locations and velocities of the spotlights
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+ // and initialise the shader locations
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for (int i = 0; i < MAXSPOT; i++)
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for (int i = 0; i < MAXSPOT; i++)
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{
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{
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- spotPos[i].x = GetRandomValue(64, screenWidth - 64);
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- spotPos[i].y = GetRandomValue(64, screenHeight - 64);
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- spotVel[i] = (Vector2){ 0, 0 };
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+
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+ spots[i].pos.x = GetRandomValue(64, screenWidth - 64);
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+ spots[i].pos.y = GetRandomValue(64, screenHeight - 64);
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+ spots[i].vel = (Vector2){ 0, 0 };
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- while ((fabs(spotVel[i].x) + fabs(spotVel[i].y)) < 2)
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+ while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
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{
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{
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- spotVel[i].x = GetRandomValue(-40, 40)/10.0;
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- spotVel[i].y = GetRandomValue(-40, 40)/10.0;
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+ spots[i].vel.x = GetRandomValue(-40, 40)/10.0;
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+ spots[i].vel.y = GetRandomValue(-40, 40)/10.0;
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}
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}
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+
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+ spots[i].inner = 28 * (i + 1);
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+ spots[i].radius = 48 * (i + 1);
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+
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+ SetShaderValue(spotShader, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
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+ SetShaderValue(spotShader, spots[i].innerLoc, &spots[i].inner, UNIFORM_FLOAT);
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+ SetShaderValue(spotShader, spots[i].radiusLoc, &spots[i].radius, UNIFORM_FLOAT);
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}
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}
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SetTargetFPS(60); // Set to run at 60 frames-per-second
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SetTargetFPS(60); // Set to run at 60 frames-per-second
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@@ -128,15 +165,21 @@ int main(void)
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// Update the spots, send them to the shader
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// Update the spots, send them to the shader
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for (int i = 0; i < MAXSPOT; i++)
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for (int i = 0; i < MAXSPOT; i++)
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{
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{
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- spotPos[i].x += spotVel[i].x;
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- spotPos[i].y += spotVel[i].y;
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-
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- if (spotPos[i].x < 64) spotVel[i].x = -spotVel[i].x;
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- if (spotPos[i].x > screenWidth - 64) spotVel[i].x = -spotVel[i].x;
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- if (spotPos[i].y < 64) spotVel[i].y = -spotVel[i].y;
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- if (spotPos[i].y > screenHeight - 64) spotVel[i].y = -spotVel[i].y;
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+ if ( i == 0 ) {
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+ Vector2 mp = GetMousePosition();
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+ spots[i].pos.x = mp.x;
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+ spots[i].pos.y = screenHeight - mp.y;
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+ } else {
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+ spots[i].pos.x += spots[i].vel.x;
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+ spots[i].pos.y += spots[i].vel.y;
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+
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+ if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x;
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+ if (spots[i].pos.x > screenWidth - 64) spots[i].vel.x = -spots[i].vel.x;
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+ if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y;
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+ if (spots[i].pos.y > screenHeight - 64) spots[i].vel.y = -spots[i].vel.y;
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+ }
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- SetShaderValue(spotShader, spotLoc[i], &spotPos[i].x, UNIFORM_VEC2);
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+ SetShaderValue(spotShader, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
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}
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}
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// Draw
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// Draw
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@@ -170,6 +213,11 @@ int main(void)
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EndShaderMode();
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EndShaderMode();
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DrawFPS(10, 10);
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DrawFPS(10, 10);
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+
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+ DrawText("Move the mouse!", 10, 30, 20, GREEN);
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+ DrawText("Pitch Black", screenWidth * .2, screenHeight / 2, 20, GREEN);
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+ DrawText("Dark", screenWidth * .66, screenHeight / 2, 20, GREEN);
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+
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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