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| author | Ray <[email protected]> | 2021-04-22 18:55:24 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-04-22 18:55:24 +0200 |
| commit | dcf52c132fb0ca28f37dae9d957155e2541df812 (patch) | |
| tree | b6c263e59daba00fc33badd0a45fa6756d5df14c /examples/shaders/shaders_spotlight.c | |
| parent | f92ee46d86b5a0cfb05c10b0c31fb966a4784b44 (diff) | |
| download | raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.tar.gz raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.zip | |
Remove trail spaces
Diffstat (limited to 'examples/shaders/shaders_spotlight.c')
| -rw-r--r-- | examples/shaders/shaders_spotlight.c | 66 |
1 files changed, 33 insertions, 33 deletions
diff --git a/examples/shaders/shaders_spotlight.c b/examples/shaders/shaders_spotlight.c index f924bac7..40fd2317 100644 --- a/examples/shaders/shaders_spotlight.c +++ b/examples/shaders/shaders_spotlight.c @@ -5,7 +5,7 @@ * 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 (@chriscamacho - http://bedroomcoders.co.uk/) +* Example contributed by Chris Camacho (@chriscamacho - http://bedroomcoders.co.uk/) * and reviewed by Ramon Santamaria (@raysan5) * * Copyright (c) 2019 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) @@ -14,13 +14,13 @@ * * 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. @@ -43,12 +43,12 @@ #define MAX_STARS 400 // Spot data -typedef struct { +typedef struct { Vector2 pos; Vector2 vel; float inner; float radius; - + // Shader locations unsigned int posLoc; unsigned int innerLoc; @@ -75,26 +75,26 @@ int main(void) HideCursor(); Texture texRay = LoadTexture("resources/raysan.png"); - + Star stars[MAX_STARS] = { 0 }; for (int n = 0; n < MAX_STARS; n++) ResetStar(&stars[n]); // 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 m = 0; m < screenWidth/2.0; m++) { for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]); } int frameCounter = 0; - + // Use default vert shader Shader shdrSpot = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION)); - + // Get the locations of spots in the shader Spot spots[MAX_SPOTS]; - for (int i = 0; i < MAX_SPOTS; i++) + for (int i = 0; i < MAX_SPOTS; i++) { char posName[32] = "spots[x].pos\0"; char innerName[32] = "spots[x].inner\0"; @@ -103,13 +103,13 @@ int main(void) posName[6] = '0' + i; innerName[6] = '0' + i; radiusName[6] = '0' + i; - + spots[i].posLoc = GetShaderLocation(shdrSpot, posName); spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName); spots[i].radiusLoc = GetShaderLocation(shdrSpot, radiusName); - + } - + // Tell the shader how wide the screen is so we can have // a pitch black half and a dimly lit half. unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth"); @@ -123,16 +123,16 @@ int main(void) spots[i].pos.x = GetRandomValue(64, screenWidth - 64); spots[i].pos.y = GetRandomValue(64, screenHeight - 64); spots[i].vel = (Vector2){ 0, 0 }; - + while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2) { spots[i].vel.x = GetRandomValue(-40, 40)/10.0; spots[i].vel.y = GetRandomValue(-40, 40)/10.0; } - + spots[i].inner = 28 * (i + 1); spots[i].radius = 48 * (i + 1); - + SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2); SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT); SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT); @@ -140,7 +140,7 @@ int main(void) SetTargetFPS(60); // Set to run at 60 frames-per-second //-------------------------------------------------------------------------------------- - + // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { @@ -157,23 +157,23 @@ int main(void) if (i == 0) { Vector2 mp = GetMousePosition(); - spots[i].pos.x = mp.x; + spots[i].pos.x = mp.x; spots[i].pos.y = screenHeight - mp.y; } else { - spots[i].pos.x += spots[i].vel.x; + spots[i].pos.x += spots[i].vel.x; spots[i].pos.y += spots[i].vel.y; - - if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x; - if (spots[i].pos.x > (screenWidth - 64)) spots[i].vel.x = -spots[i].vel.x; - if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y; + + if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x; + if (spots[i].pos.x > (screenWidth - 64)) spots[i].vel.x = -spots[i].vel.x; + if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y; if (spots[i].pos.y > (screenHeight - 64)) spots[i].vel.y = -spots[i].vel.y; } - - SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2); + + SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2); } - + // Draw //---------------------------------------------------------------------------------- BeginDrawing(); @@ -204,11 +204,11 @@ int main(void) EndShaderMode(); DrawFPS(10, 10); - + DrawText("Move the mouse!", 10, 30, 20, GREEN); DrawText("Pitch Black", screenWidth*0.2f, screenHeight/2, 20, GREEN); DrawText("Dark", screenWidth*.66f, screenHeight/2, 20, GREEN); - + EndDrawing(); //---------------------------------------------------------------------------------- @@ -229,21 +229,21 @@ int main(void) void ResetStar(Star *s) { 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, Vector2Multiply(s->vel, (Vector2){ 8.0f, 8.0f })); } void UpdateStar(Star *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())) { |
