|
@@ -1,107 +1,91 @@
|
|
|
-/*
|
|
|
- * Copyright (c) 2019 Chris Camacho (codifies - http://bedroomcoders.co.uk/)
|
|
|
- *
|
|
|
- * Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
|
- * of this software and associated documentation files (the "Software"), to deal
|
|
|
- * in the Software without restriction, including without limitation the rights
|
|
|
- * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
|
- * copies of the Software, and to permit persons to whom the Software is
|
|
|
- * furnished to do so, subject to the following conditions:
|
|
|
- *
|
|
|
- * The above copyright notice and this permission notice shall be included in
|
|
|
- * all copies or substantial portions of the Software.
|
|
|
- *
|
|
|
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
|
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
|
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
|
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
|
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
|
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
|
- * SOFTWARE.
|
|
|
- *
|
|
|
- */
|
|
|
-
|
|
|
-/* The shader makes alpha holes in the forground to give the apearance of a top
|
|
|
- * down look at a spotlight casting a pool of light...
|
|
|
- *
|
|
|
- * The right hand side of the screen there is just enough light to see whats
|
|
|
- * going on without the spot light, great for a stealth type game where you
|
|
|
- * have to avoid the spotlights.
|
|
|
- *
|
|
|
- * The left hand side of the screen is in pitch dark except for where the spotlights
|
|
|
- * are.
|
|
|
- *
|
|
|
- * Although this example doesn't scale like the letterbox example, you could integrate
|
|
|
- * the two techniques, but by scaling the actual colour of the render texture rather
|
|
|
- * than using alpha as a mask.
|
|
|
- */
|
|
|
-
|
|
|
-#include <stddef.h>
|
|
|
-#include <stdint.h>
|
|
|
+/*******************************************************************************************
|
|
|
+*
|
|
|
+* raylib [shaders] example - Simple shader mask
|
|
|
+*
|
|
|
+* This example has been created using raylib 2.5 (www.raylib.com)
|
|
|
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
|
+*
|
|
|
+* Example contributed by Chris Camacho (@codifies - http://bedroomcoders.co.uk/)
|
|
|
+* and reviewed by Ramon Santamaria (@raysan5)
|
|
|
+*
|
|
|
+* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
|
|
|
+*
|
|
|
+********************************************************************************************
|
|
|
+*
|
|
|
+* The shader makes alpha holes in the forground to give the apearance of a top
|
|
|
+* down look at a spotlight casting a pool of light...
|
|
|
+*
|
|
|
+* The right hand side of the screen there is just enough light to see whats
|
|
|
+* going on without the spot light, great for a stealth type game where you
|
|
|
+* have to avoid the spotlights.
|
|
|
+*
|
|
|
+* The left hand side of the screen is in pitch dark except for where the spotlights are.
|
|
|
+*
|
|
|
+* Although this example doesn't scale like the letterbox example, you could integrate
|
|
|
+* the two techniques, but by scaling the actual colour of the render texture rather
|
|
|
+* than using alpha as a mask.
|
|
|
+*
|
|
|
+********************************************************************************************/
|
|
|
|
|
|
#include "raylib.h"
|
|
|
#include "raymath.h"
|
|
|
|
|
|
+#include <stddef.h>
|
|
|
+#include <stdint.h>
|
|
|
+
|
|
|
#if defined(PLATFORM_DESKTOP)
|
|
|
#define GLSL_VERSION 330
|
|
|
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
|
#define GLSL_VERSION 100
|
|
|
#endif
|
|
|
|
|
|
-// single digit only!
|
|
|
-#define MAXSPOT 4
|
|
|
+#define MAXSPOT 2
|
|
|
+#define numStars 400
|
|
|
|
|
|
-#define numStars 400
|
|
|
-
|
|
|
-#define screenWidth 1280
|
|
|
-#define screenHeight 720
|
|
|
-
|
|
|
-// the stars in the star field have a position and velocity
|
|
|
-typedef struct star {
|
|
|
+// Stars in the star field have a position and velocity
|
|
|
+typedef struct Star {
|
|
|
Vector2 pos;
|
|
|
Vector2 vel;
|
|
|
-} star;
|
|
|
+} Star;
|
|
|
|
|
|
-
|
|
|
-void updateStar(star *s);
|
|
|
-void resetStar(star *s);
|
|
|
+void UpdateStar(Star *s);
|
|
|
+void ResetStar(Star *s);
|
|
|
|
|
|
int main(void)
|
|
|
{
|
|
|
// Initialization
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
- star stars[numStars];
|
|
|
+ const int screenWidth = 800;
|
|
|
+ const int screenHeight = 450;
|
|
|
|
|
|
- for (int n=0; n < numStars; n++) {
|
|
|
- resetStar(&stars[n]);
|
|
|
- }
|
|
|
+ InitWindow(screenWidth, screenHeight, "raylib - shader spotlight");
|
|
|
|
|
|
- // progress all the stars on, so they don't all start in the centre
|
|
|
- for (int m=0; m < screenWidth / 2.0; m++) {
|
|
|
- for (int n=0; n<numStars; n++) {
|
|
|
- updateStar(&stars[n]);
|
|
|
- }
|
|
|
- }
|
|
|
+ Texture texRay = LoadTexture("resources/raysan.png");
|
|
|
+
|
|
|
+ Star stars[numStars] = { 0 };
|
|
|
|
|
|
- //SetConfigFlags(FLAG_FULLSCREEN_MODE);
|
|
|
- InitWindow(screenWidth, screenHeight, "raylib - test");
|
|
|
+ for (int n = 0; n < numStars; n++) ResetStar(&stars[n]);
|
|
|
|
|
|
- Texture rayTex = LoadTexture("resources/raysan.png");
|
|
|
+ // Progress all the stars on, so they don't all start in the centre
|
|
|
+ for (int m = 0; m < screenWidth/2.0; m++)
|
|
|
+ {
|
|
|
+ for (int n = 0; n < numStars; n++) UpdateStar(&stars[n]);
|
|
|
+ }
|
|
|
|
|
|
- // frame counter
|
|
|
- int frame = 0;
|
|
|
+ int frameCounter = 0;
|
|
|
|
|
|
- unsigned int spotLoc[MAXSPOT]; // shader locations
|
|
|
+ unsigned int spotLoc[MAXSPOT]; // shader locations
|
|
|
|
|
|
- Vector2 spotPos[MAXSPOT]; // position and velocity
|
|
|
+ Vector2 spotPos[MAXSPOT]; // position and velocity
|
|
|
Vector2 spotVel[MAXSPOT];
|
|
|
|
|
|
- // use default vert shader
|
|
|
+ // Use default vert shader
|
|
|
Shader spotShader = LoadShader(0, FormatText("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
|
|
|
|
|
|
- // get the locations of spots in the shader
|
|
|
+ // Get the locations of spots in the shader
|
|
|
char spotName[32] = "spots[x]\0";
|
|
|
- for (int i = 0; i<MAXSPOT; i++) {
|
|
|
+ for (int i = 0; i < MAXSPOT; i++)
|
|
|
+ {
|
|
|
spotName[6] = '0' + i;
|
|
|
spotLoc[i] = GetShaderLocation(spotShader, spotName);
|
|
|
}
|
|
@@ -110,47 +94,47 @@ int main(void)
|
|
|
// a pitch black half and a dimly lit half.
|
|
|
{
|
|
|
unsigned int wLoc = GetShaderLocation(spotShader, "screenWidth");
|
|
|
- float sw = screenWidth;
|
|
|
+ float sw = (float)GetScreenWidth();
|
|
|
SetShaderValue(spotShader, wLoc, &sw, UNIFORM_FLOAT);
|
|
|
}
|
|
|
|
|
|
// randomise the locations and velocities of the spotlights
|
|
|
- for (int i=0; i<MAXSPOT; i++) {
|
|
|
- spotPos[i].x = GetRandomValue(128, screenWidth-128);
|
|
|
- spotPos[i].y = GetRandomValue(128, screenHeight-128);
|
|
|
- spotVel[i] = (Vector2){0, 0};
|
|
|
- while (fabs(spotVel[i].x)+fabs(spotVel[i].y)<2) {
|
|
|
- spotVel[i].x = GetRandomValue(-40,40)/10.0;
|
|
|
- spotVel[i].y = GetRandomValue(-40,40)/10.0;
|
|
|
+ for (int i = 0; i < MAXSPOT; i++)
|
|
|
+ {
|
|
|
+ spotPos[i].x = GetRandomValue(64, screenWidth - 64);
|
|
|
+ spotPos[i].y = GetRandomValue(64, screenHeight - 64);
|
|
|
+ spotVel[i] = (Vector2){ 0, 0 };
|
|
|
+
|
|
|
+ while ((fabs(spotVel[i].x) + fabs(spotVel[i].y)) < 2)
|
|
|
+ {
|
|
|
+ spotVel[i].x = GetRandomValue(-40, 40)/10.0;
|
|
|
+ spotVel[i].y = GetRandomValue(-40, 40)/10.0;
|
|
|
}
|
|
|
}
|
|
|
-
|
|
|
|
|
|
SetTargetFPS(60); // Set to run at 60 frames-per-second
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
+
|
|
|
// Main game loop
|
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
|
{
|
|
|
// Update
|
|
|
//----------------------------------------------------------------------------------
|
|
|
+ frameCounter++;
|
|
|
|
|
|
- frame ++;
|
|
|
-
|
|
|
- // move the stars, resetting them if the go offscreen
|
|
|
- for (int n=0; n<numStars; n++) {
|
|
|
- updateStar(&stars[n]);
|
|
|
- }
|
|
|
-
|
|
|
- // update the spots, send them to the shader
|
|
|
- for (int i=0; i<MAXSPOT; i++) {
|
|
|
+ // Move the stars, resetting them if the go offscreen
|
|
|
+ for (int n = 0; n < numStars; n++) UpdateStar(&stars[n]);
|
|
|
|
|
|
+ // Update the spots, send them to the shader
|
|
|
+ for (int i = 0; i < MAXSPOT; i++)
|
|
|
+ {
|
|
|
spotPos[i].x += spotVel[i].x;
|
|
|
spotPos[i].y += spotVel[i].y;
|
|
|
|
|
|
- if (spotPos[i].x < 128) spotVel[i].x = -spotVel[i].x;
|
|
|
- if (spotPos[i].x > screenWidth-128) spotVel[i].x = -spotVel[i].x;
|
|
|
- if (spotPos[i].y < 128) spotVel[i].y = -spotVel[i].y;
|
|
|
- if (spotPos[i].y > screenHeight-128) spotVel[i].y = -spotVel[i].y;
|
|
|
+ if (spotPos[i].x < 64) spotVel[i].x = -spotVel[i].x;
|
|
|
+ if (spotPos[i].x > screenWidth - 64) spotVel[i].x = -spotVel[i].x;
|
|
|
+ if (spotPos[i].y < 64) spotVel[i].y = -spotVel[i].y;
|
|
|
+ if (spotPos[i].y > screenHeight - 64) spotVel[i].y = -spotVel[i].y;
|
|
|
|
|
|
SetShaderValue(spotShader, spotLoc[i], &spotPos[i].x, UNIFORM_VEC2);
|
|
|
}
|
|
@@ -159,22 +143,24 @@ int main(void)
|
|
|
//----------------------------------------------------------------------------------
|
|
|
BeginDrawing();
|
|
|
|
|
|
- ClearBackground((Color){0,32,128,255});
|
|
|
+ ClearBackground(DARKBLUE);
|
|
|
|
|
|
- // stars and bobs
|
|
|
- for (int n=0; n<numStars; n++) {
|
|
|
- // single pixel is just too small these days!
|
|
|
+ // Draw stars and bobs
|
|
|
+ for (int n = 0; n < numStars; n++)
|
|
|
+ {
|
|
|
+ // Single pixel is just too small these days!
|
|
|
DrawRectangle(stars[n].pos.x, stars[n].pos.y, 2, 2, WHITE);
|
|
|
}
|
|
|
|
|
|
- for (int i=0; i<16; i++) {
|
|
|
- DrawTexture(rayTex,
|
|
|
- (screenWidth/2.0)+cos((frame+i*8)/51.45)*(screenWidth/2.2)-32,
|
|
|
- (screenHeight/2.0)+sin((frame+i*8)/17.87)*(screenHeight/4.2),
|
|
|
+ for (int i = 0; i < 16; i++)
|
|
|
+ {
|
|
|
+ DrawTexture(texRay,
|
|
|
+ (screenWidth/2.0) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2) - 32,
|
|
|
+ (screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2),
|
|
|
WHITE);
|
|
|
}
|
|
|
|
|
|
- // spot lights
|
|
|
+ // Draw spot lights
|
|
|
BeginShaderMode(spotShader);
|
|
|
// instead of a blank rectangle you could render here
|
|
|
// a render texture of the full screen used to do screen
|
|
@@ -185,15 +171,13 @@ int main(void)
|
|
|
|
|
|
DrawFPS(10, 10);
|
|
|
|
|
|
-
|
|
|
EndDrawing();
|
|
|
//----------------------------------------------------------------------------------
|
|
|
}
|
|
|
|
|
|
// De-Initialization
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
-
|
|
|
- UnloadTexture(rayTex);
|
|
|
+ UnloadTexture(texRay);
|
|
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
|
//--------------------------------------------------------------------------------------
|
|
@@ -202,23 +186,28 @@ int main(void)
|
|
|
}
|
|
|
|
|
|
|
|
|
-void resetStar(star *s)
|
|
|
+void ResetStar(Star *s)
|
|
|
{
|
|
|
- (*s).pos = (Vector2){screenWidth/2.0, screenHeight/2.0 };
|
|
|
- do {
|
|
|
- (*s).vel.x = (float)GetRandomValue(-1000,1000) / 100.0;
|
|
|
- (*s).vel.y = (float)GetRandomValue(-1000,1000) / 100.0;
|
|
|
- } while (!(fabs((*s).vel.x)+fabs((*s).vel.y)>1));
|
|
|
- (*s).pos = Vector2Add( (*s).pos,
|
|
|
- Vector2MultiplyV((*s).vel,(Vector2){8,8} ));
|
|
|
+ s->pos = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
|
|
|
+
|
|
|
+ do
|
|
|
+ {
|
|
|
+ s->vel.x = (float)GetRandomValue(-1000, 1000)/100.0f;
|
|
|
+ s->vel.y = (float)GetRandomValue(-1000, 1000)/100.0f;
|
|
|
+
|
|
|
+ } while (!(fabs(s->vel.x) + fabs(s->vel.y) > 1));
|
|
|
+
|
|
|
+ s->pos = Vector2Add(s->pos, Vector2MultiplyV(s->vel, (Vector2){ 8, 8 }));
|
|
|
}
|
|
|
|
|
|
-void updateStar(star *s)
|
|
|
+void UpdateStar(Star *s)
|
|
|
{
|
|
|
- (*s).pos = Vector2Add((*s).pos, (*s).vel);
|
|
|
- if ((*s).pos.x < 0 || (*s).pos.x > screenWidth ||
|
|
|
- (*s).pos.y < 0 || (*s).pos.y > screenHeight) {
|
|
|
- resetStar(s);
|
|
|
+ s->pos = Vector2Add(s->pos, s->vel);
|
|
|
+
|
|
|
+ if (s->pos.x < 0 || s->pos.x > GetScreenWidth() ||
|
|
|
+ s->pos.y < 0 || s->pos.y > GetScreenHeight())
|
|
|
+ {
|
|
|
+ ResetStar(s);
|
|
|
}
|
|
|
}
|
|
|
|