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@@ -39,10 +39,8 @@
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#define GLSL_VERSION 100
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#endif
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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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-
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+#define MAX_SPOTS 3 // NOTE: It must be the same as define in shader
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+#define MAX_STARS 400
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// Spot data
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typedef struct {
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@@ -78,76 +76,67 @@ int main(void)
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Texture texRay = LoadTexture("resources/raysan.png");
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- Star stars[numStars] = { 0 };
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+ Star stars[MAX_STARS] = { 0 };
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- for (int n = 0; n < numStars; n++) ResetStar(&stars[n]);
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+ for (int n = 0; n < MAX_STARS; n++) ResetStar(&stars[n]);
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// Progress all the stars on, so they don't all start in the centre
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for (int m = 0; m < screenWidth/2.0; m++)
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{
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- for (int n = 0; n < numStars; n++) UpdateStar(&stars[n]);
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+ for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
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}
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int frameCounter = 0;
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-
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-
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// Use default vert shader
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- Shader spotShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
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+ Shader shdrSpot = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
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- // Get the locations of spots in the shader
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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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+ // Get the locations of spots in the shader
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+ Spot spots[MAX_SPOTS];
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+
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+ for (int i = 0; i < MAX_SPOTS; i++)
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{
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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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- // a pitch black half and a dimly lit half.
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- {
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- unsigned int wLoc = GetShaderLocation(spotShader, "screenWidth");
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- float sw = (float)GetScreenWidth();
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- SetShaderValue(spotShader, wLoc, &sw, UNIFORM_FLOAT);
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- }
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-
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- // randomise the locations and velocities of the spotlights
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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(shdrSpot, posName);
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+ spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
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+ spots[i].radiusLoc = GetShaderLocation(shdrSpot, 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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+ // a pitch black half and a dimly lit half.
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+ unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
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+ float sw = (float)GetScreenWidth();
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+ SetShaderValue(shdrSpot, wLoc, &sw, UNIFORM_FLOAT);
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+
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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 < MAX_SPOTS; i++)
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{
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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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+ 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(spots[i].vel.x) + fabs(spots[i].vel.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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- 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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- 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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+ 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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+ 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(shdrSpot, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
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+ SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, UNIFORM_FLOAT);
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+ SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, UNIFORM_FLOAT);
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+ }
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SetTargetFPS(60); // Set to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@@ -159,39 +148,42 @@ int main(void)
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//----------------------------------------------------------------------------------
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frameCounter++;
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- // Move the stars, resetting them if the go offscreen
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- for (int n = 0; n < numStars; n++) UpdateStar(&stars[n]);
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+ // Move the stars, resetting them if the go offscreen
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+ for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
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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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+ // Update the spots, send them to the shader
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+ for (int i = 0; i < MAX_SPOTS; i++)
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{
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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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-
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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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+ if (i == 0)
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+ {
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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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+ }
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+ else
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+ {
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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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+
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+ SetShaderValue(shdrSpot, 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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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(DARKBLUE);
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- // Draw stars and bobs
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- for (int n = 0; n < numStars; n++)
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+ // Draw stars and bobs
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+ for (int n = 0; n < MAX_STARS; n++)
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{
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- // Single pixel is just too small these days!
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+ // Single pixel is just too small these days!
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DrawRectangle(stars[n].pos.x, stars[n].pos.y, 2, 2, WHITE);
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}
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@@ -199,24 +191,23 @@ int main(void)
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{
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DrawTexture(texRay,
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(screenWidth/2.0) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2) - 32,
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- (screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2),
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- WHITE);
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+ (screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2), WHITE);
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}
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- // Draw spot lights
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- BeginShaderMode(spotShader);
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- // instead of a blank rectangle you could render here
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- // a render texture of the full screen used to do screen
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- // scaling (slight adjustment to shader would be required
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- // to actually pay attention to the colour!)
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- DrawRectangle(0,0,screenWidth,screenHeight,WHITE);
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- EndShaderMode();
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+ // Draw spot lights
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+ BeginShaderMode(shdrSpot);
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+ // Instead of a blank rectangle you could render here
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+ // a render texture of the full screen used to do screen
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+ // scaling (slight adjustment to shader would be required
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+ // to actually pay attention to the colour!)
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+ DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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+ EndShaderMode();
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DrawFPS(10, 10);
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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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+ DrawText("Pitch Black", screenWidth*0.2f, screenHeight/2, 20, GREEN);
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+ DrawText("Dark", screenWidth*.66f, screenHeight/2, 20, GREEN);
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EndDrawing();
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@@ -226,6 +217,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texRay);
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+ UnloadShader(shdrSpot);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@@ -243,17 +235,17 @@ void ResetStar(Star *s)
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s->vel.x = (float)GetRandomValue(-1000, 1000)/100.0f;
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s->vel.y = (float)GetRandomValue(-1000, 1000)/100.0f;
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- } while (!(fabs(s->vel.x) + fabs(s->vel.y) > 1));
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+ } while (!(fabs(s->vel.x) + (fabs(s->vel.y) > 1)));
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- s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8, 8 }));
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+ s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8.0f, 8.0f }));
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}
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void UpdateStar(Star *s)
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{
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s->pos = Vector2Add(s->pos, s->vel);
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- if (s->pos.x < 0 || s->pos.x > GetScreenWidth() ||
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- s->pos.y < 0 || s->pos.y > GetScreenHeight())
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+ if ((s->pos.x < 0) || (s->pos.x > GetScreenWidth()) ||
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+ (s->pos.y < 0) || (s->pos.y > GetScreenHeight()))
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{
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ResetStar(s);
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}
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